New Technology or add-ins from elseware

dmoffett's picture
dmoffett
June 24, 2010 - 4:08pm
What sort of Tech or weapons/ defenses have you guys added in. I toyed with some stuff from Palladium before; Specifically Robotech. It was ok but I threw out the Reflex Cannon I thought it would be totaly unfair.
While the Robotech ships had more weapons and such... they were outranged by anything in Knighthawks.

Where did they come from? They misjumped in one of those ever infamous Spacefolding misadventures of thiers.
They came from the Far arm of the Galaxy and and had no way to return, they were out of fuel for the spacefold drive.
The Frontier characters had to teach them to Void Jump. Wich caused them no small amount of problems because thier decks were arranged along the long axis of the thier ships. They Traded the technology for the fusion reflex drive (spacefold generator) minus the fuel of course.. for a Frontier style  Navagational computer they could reverse engineer and beef up with the Player Characters help. They never Told the PC's thier star system of origin, they were afraid of the longer range and more powerful frontier style beam weapons. Thier Missiles were equal yet shorter ranged. A super dimensional Fortress carried several Titan Missiles I equated with torpedoes but with half the range. Thier fighter Technology (minus assault rockets) was far superior, but the big ship technologys were not except for the spacefold ability.

Never threw in anything from Star Wars or Star Trek.
Thought of making up a "Turbo Laser" but never implemented it.
 
opinions?
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Comments:

Sargonarhes's picture
Sargonarhes
June 25, 2010 - 6:23pm
I kind of did what you did, only I just had Zentradei battlepods scaled down for human size. Wasn't planning on using the full sized mecha as most ships in SF could not carry the number of fighters a Robotech style ship could. Trust me when you read just a Zentradei destroyer carries 250 fighter pods, 1000 battlepods, 50 glaugs and 300 powered suits. SF weapons might be longer ranged and more powerful, but when you can just swarm the ships it evens the odds a bit.

Now that I've seen LoGH, it has come to mind. But the weapon ranges and damage from LoGH seems to be equal or greater than SF. Problem is most weapons on LoGH ships are on the front, and the tactics in LoGH are very different from SF. But when LoGH is massing fleets of thousands of ships. On the other hand making a universe like LoGH in a SF setting is very possible.
In every age, in every place, the deeds of men remain the same.

dmoffett's picture
dmoffett
June 25, 2010 - 8:54pm
Yeah, I always wondered why they failed to capture the SDF1 when they had so much firepower to bring to bear. I read all the storry books and watched the cartoons and eventually played the game too. The Old cartoons not the remakes.

But I skipped them out of the Robotech Timeline. I just wanted the players to know that the galaxy is/was far bigger than The Frontier. I would never have brought a single Zentradei or Robotech Master vessel or even the Invid into the game.

I was trying to set a precedent that jumping into the void could be acheived by other meansthan exceleration and deceleration. Altho they did have to work together with the "Alien" Humans to fight off pirates and a Sather Patrol followed by a Sathar raid. At the same time negotiate with them for the cool jump engines. They Called it Spacefold, But the frontier people refered to it as an Instant Void Jump Generator. Something that Was only Theoretically Possable according to UPF Scientists Blah Blah etc etc. Its not Truly Instant though, For every light year travelled the Ship Loses a Day of time so to speak... still allowing for the one day for light year rule. I attribute this to some trick of relativity or something. It seems instant to the Crew because they dont spend Days on acceleration... but the Void generator warps time in some way as if they had accelerated... I cant give a good scientific reason I just wanted them to be still limited by time in transit the way conventional jumping is. Jumping 365 light Years would feel instant to the crew but for everyone else, 1 year would pass. Thats as Far as i will go, Lose a Day per light year. because anyone constanly Jumping will Outlive all of there Planet bound friends. Especially if you make a light year take a standard year to traverse. Then they will return home to find that grandchildren are comming of age. So just 1 day.

Here is another theory:
I am Using a Spiral Galaxy of Course. The frontier map as we see it is only a small portion of one of those Spiral Arms. There are 10s of thousands of Stars wich may or may not have Habitable Planets. Some places have Stars close together like the Frontier. Other areas have them Too Far to Jump to, by Frontier Standards. Ie more than 20 light years apart maybe as many as  one-hundred.
The bombing starts in five minutes.

Sargonarhes's picture
Sargonarhes
June 26, 2010 - 12:50pm
Then you should consider Legend of Galactic Heroes approach. The Empire is located within one of the spiral arms and the Free Planets Alliance is in another. Navigation between the spiral arms is difficult for what ever reason, maybe a lack of star clusters to help navigation. So there are only two routes between the Empire and FPA, such a trick is probably not very realistic but it would keep ships from freely jumping between two spiral arms of a galaxy.

I tended to treat the spacefolding as more of a transit thing. Both in Robotech and it's original version Macross folding still took time and the crew just got a weird sensation during a fold. Now if you were to use some of the Phase drives from Palladium books Phase world ships, that is an instant trip as are Battletech's Jumpships. However most of BT time was spent transiting from the planet to the jump points over the poles of every star. Try this in SF and every system will have a defense station located overeach pole of the star for obvious reasons.
In every age, in every place, the deeds of men remain the same.

dmoffett's picture
dmoffett
June 27, 2010 - 4:50pm
Got this from Wikipedia. It could be made into something Ugly in Star Frontiers.

Plasma-powered cannon

A plasma cannon (also called an electrothermal accelerator) is an experimental projectile weapon, which accelerates a projectile by means of a plasma discharge between electrodes at the rear of the barrel, generating a rapid increase in pressure. It functions similarly to other type of firearm, except that it uses a plasma discharge instead of a chemical propellant (e.g. black powder or nitrocellulose).
Design

To generate the energy required to make a plasma discharge, a high current, high voltage source and a large Capacitor bank are used. Both are attached in series to the electrode system in the cannon's barrel. The capacitor is loaded with as high a voltage as possible. However, a militarily useful energy is achieved with as little as several kilojoules. The capacitor is then discharged. The gap between the electrodes ionizes, turning the non-flammable propellant medium into a superheated conductive plasma. Associated volumetric expansion propels the projectile from the barrel at high velocity.

Advantages and Disadvantages

The advantage of a plasma cannon is that it uses electricity as energy source. The more energy is supplied the faster the gasses expand and the faster the projectile is accelerated. This makes it possible to "dial in" any velocity desired and also allows the projectile to reach speeds at which it would "outrun" the burn rate of a conventional propellant.

A clear disadvantage of the plasma cannon is its weight. Even a small plasma cannon with only the firepower of an airgun weighs about 20 kg (without current supply). A foot soldier thus could not carry a plasma cannon powerful enough to be useful. It would have to be mounted in a stationary position or on a vehicle.

End of Wikipedia part.

What if you mount this thing on a HS 10 or larger Vessel and the projectile was a guided Nuke like a torpedo. fireing it out of a Long gun that runs the Axis of the ship might give it enough velocity to increase range from 4 hexes to something much higher. Just a thought.

Opinions?
The bombing starts in five minutes.

adamm's picture
adamm
June 28, 2010 - 10:31am
I read an article about Sci Fi weapons written by a scientist of some sort.  (Wish I had a link sorry) The guy said that the "Blasters" in Star Wars acted pretty much like a plasma cannon, because they fired a blast of "something" that emitted visible light, the projectile had a slower than speed of light transit time, and it hit with a physical force in addition to the aparent heat effect.

Just something to think about.

adamm's picture
adamm
June 28, 2010 - 10:38am
Also I had thought that the projectile fired by a "plasma cannon" would be a burst of heated plasma.  Which is also the impression I got from the same article about Sci Fi weapons.  Maybe there's more than one way to skin that cat.

dmoffett's picture
dmoffett
June 28, 2010 - 5:22pm
I read several Articles on Plasma weapon Technology, all of them agreed that any plasma fired loosely; that is without a containment bottle or field would begin to dissapate as soon as it leaves the barrel. It then looks like a blow torch. Plasma cutters work in this way and that is why they are considered safe, because the plasma disipates not long after leaving the barrel. So a cannon that fires pure plasma would not work. It would need to be stored in a magnetic bottle or a magnetic field as it transitions from the gun to the target. A modern HEAT munition creates a plasma jet upon impact by means of a copper inverted cone and the shaped charge behind it. It is the plasma jet that cuts through the armor of the enemy tank or through the concrete of the enemy bunker. What modern theorists are proposeing is that plasma be used as a propellant. For the above stated reasons. With current technology it would have to be rather large mounted on a tank Chassis. The supergeeks at Army research and developement were working on such a system for for future artillery... trying to get more range, plus it would be easier for the troops to do that rather than sling powder bags as the troops do now. That program was cut due to budgetary concerns. Congress can be stingy sometimes especially since they had just fielded the M109A4 Paladin with upgrades to the A5 comming soon. The point is that they consider this to be doable and it is a viable option for a GM or referee who wants to add it in SF.
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Malcadon's picture
Malcadon
June 29, 2010 - 9:08pm
I have a lot of other sci-fi RPGs (Battletech/Mechwarrior, Heavy Gear, Robotech, Cyperpunk 2020, Shadowrun, Gamma World/Mutant Future, and others), so I have a lot of tech to work with. With Star Frontiers, I don't like the Lasers, as the adjustable damage is a bit taxing. I just have them do a fixed level of damage, and I call them "Blasters" to keep their design ambiguous. I try to ignore the ship design rules, so I have more freedom make my own spaceship designs.

All-and-all, I like to keep the exploration gear as simple and portable as possible. That is, I like body-comps, but I don't like to bean-count all the little programs. I also don't like to make elaborate price list of every conceivable article of clothing, as it would just exhaust some of the players during chargen, and they end-up making their characters nudists. The simplicity of the basic SF equipment list is nice for countering this.

I find Robotech and Heavy Gear have a lot of useful items. With Robotech, these items appeal to the sci-fi style of that time. Heavy Gear has more rugged, highly utilitarian devices - the game line even has a whole book about Tarranovain technology. With Battletech, I highly recommend looking through the old 3025 Vehicle and Personal Equipment tech book for items. Cyberpunk and Shadowrun have a lot of useful cybernetics and other good items to work with (I just ignore the Humanity/Essence lose, as it a stupid rule). I find the robot rules from Gamma World compliment the SF robot rules, but for the most part, the comic book nature of the science don't mesh-up well in a hard sic-fi setting.

Sargonarhes's picture
Sargonarhes
June 30, 2010 - 6:36pm
I think the SF laser power settings make them work similar to a Star Trek phaser when you think about it. Only the lasers have no stun setting, which just reminded me of an online comic joke. Star Trek/ Star Wars crossover and Captian Kirk tells every one to set weapons on stun. Han Solo goes, "Whoa, this thing has a stun setting? Just think Chewie, all this time I could have been NOT killing people."

Oh never mind I found it.
PvP.

In every age, in every place, the deeds of men remain the same.

dmoffett's picture
dmoffett
June 30, 2010 - 8:01pm

If I were han Solo, I still would have Blasted Greedo to death just on the principal that he said he was gonna take my ship over my dead body..... Then again Forceing Greedo to Listen to "Little red Corvette" by Prince over and over again ad nauseum may have sent him running back to Jabba in Total fear of Han's Retribution. lol
The bombing starts in five minutes.

Malcadon's picture
Malcadon
June 30, 2010 - 9:31pm
Maybe this time, Han would let Greedo hit him, before he shoots him while his blaster is set on "tickle." XP Gorge would so green-light that! I'm going to crawl back in my hole and read me some Stars' End!

Gullwind's picture
Gullwind
July 3, 2010 - 5:04pm
I ran a campaign (for myself only, unfortunately) where my players found a derelict alien ship that gave them Star trek technology. They built a couple of ships (one based on the Klingon Bird of Prey and one based on the Reliant) with shields, warp drive, transporters and such. I don't remember exactly how i integrated it all, but it definitely gave them an advantage.
"Rome didn't build an empire by having meetings. They did it by killing those who stood in their way."

dmoffett's picture
dmoffett
July 15, 2010 - 8:46pm
If the Torpedeo is indeed as stated in the KnightHawks Book:
 "A torpedo is a self-guided nuclear bomb that homes in on its target after it is launched. Torpedos are propelled by prolonged fission reactions which enable them to travel at tremendous speeds. A ship can carry only a limited number of torpedos, and these must be marked off the ship's record sheet as they are used."

Then why has no one come up with some sort of Multiple warheads like we have in real life, in other words the MIRV.

??


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dmoffett's picture
dmoffett
July 15, 2010 - 8:47pm
How about an Identify friend or foe system for seeker missiles for crying out lowd!
The bombing starts in five minutes.

Malcadon's picture
Malcadon
July 15, 2010 - 10:04pm
With the scale of ship-to-ship combat (10,000km per hex), and the relative low blast radius of nukes in space (about 1km), a multiple warhead system - peppering a single hex with multiple blasts - would be more logical. IFF systems tend to counter the effectiveness of stealth, but in space, that is not an issue - it truth, distinguishing signals would allow friendly ships to keep track of each other.

Gargoyle2k7's picture
Gargoyle2k7
July 18, 2010 - 3:06am
I've added/adapted tech from GUPRS, Traveller, 2300 AD and Star Wars, but I tend to keep things in the lower end of high tech.  I don't like to use "God Machines" of any sort; the kind that just sort of allow you to dial-a-reality.  That was one of my issues with d20 Future - Tech Levels.  We would be at TL 5 in the real world; SF is about TL 6 or 7, depending.  TL 8 gets closer to Star Wars, but TL 9 is god-like, and there is nothing about TL 9 because you can literally do anything there.  So bleh to that...  Anyway, ranting aside, I've adapted a little bit of stuff, usually equipment rather than weapons.
Long live the Frontier!

adamm's picture
adamm
July 18, 2010 - 8:17pm
I think the seeker missle ought to target the nearest nonfriendly ship instead of simply the nearest ship.  It could look at radar cross sections, energy emissions from friendly reactors, visual profile of the ships, or any and all of the above.  Hell for that matter I think when you send the signal to activate a seeker you should be able to send targetting instructions also....like "target any non-friendly assault carrier" or perhaps "target the Heavy Crusier which is currently located at coordinates x,y,z".

We don't need to take that from any other sci fi setting....we can take it from the here and now.

About the MIRV warhead:  what would it do in game terms?  Hit more than one ship?  Hit multiple times?  Be more resistant to ICM's?  All of the above?

Honestly I'm not sure what tech I would take from other sources. 

Gargoyle2k7's picture
Gargoyle2k7
July 19, 2010 - 7:16pm
The biggest reason to develop MIRV tech is to secure against countermeasures, not to bombard with multiple warheads.  It was done to ensure at least one strike.  In SFKH, a MIRV warhead should do the same; work against various conutermeasures.
Long live the Frontier!

Malcadon's picture
Malcadon
July 20, 2010 - 11:04pm
You could blast one ship with multiple warheads in an overkill fashion, separate the warheads to target different ships (in both cases, the target ships could make defensive fire to knock them out), or pepper a single hex so any ship in or moving through it would at least got hit once (nuking an asteroid field could do a little more damage with the additional mass in the area). Allowing for ships to use their missile and gun batteries to make free attacks against incoming nukes could off-set the multi-warhead system (with each missile having 5-8 Hull Points - like a Fighter).

By the way, I had an idea about ship guns.

Small Batteries are typically clustered across warships, and are used against small craft (fighters & bombers) or incoming warheads (missiles and torpedoes). Small Cannons are fixed to the nose and wings of fighter craft.Both do 1d10 of HP damage. Medium Batteries are the usual mounted on full-sized ships as their primary arsenal. Medium Cannons are usually fixed to the bow of small warships, like Corvettes. Both do 2d10 damage. Large Cannons are usually found on the bow of full-sized ships, while Large Batteries make up the huge guns of Capital Ships (Light Cruiser or larger)! They do 3d10 damage. The Mega Cannon is the fixed gun of Capital Ships (their is not a ship big enough to mount a battery version of this weapon effectively). This dose 4d10 damage. Fixed weapons (cannons) takes-up less space then battery weapons, and you can choose between a basic energy (laser or whatever) or ballistic (rail/guass gun) system, or the more advanced Electron/Photon (E/P Battery or Cannon) system. E/P guns can switch modes when shooting, while ships with E/P Screens can try to switch modes in the last minute to defect the proper attack, but a special roll must be made to do this. That is, if a ship with Photon Screens up, then it gets attacked with an electron-discharge, the crew makes some sort of special roll to switch to an electron Screen. I have yet to figure a proper roll for this.

Oh, I also never liked Reflective Hulls - it feels too much like the wall-mirror shields used in the classic V show. I just use the term Ablative Hull or something.

adamm's picture
adamm
July 21, 2010 - 8:55am
I like the small/medium/large weapons idea.  We were talking about something along those lines after our last knighthawks game.

We were also speculating about the "electron" batteries.  What the heck would be accomplished by firing electrons at something?  They don't have enough mass to inflict a physical impact do they?  Aren't they so small that they could pass right through the target?  

Malcadon's picture
Malcadon
July 21, 2010 - 10:24am
adamm wrote:
We were also speculating about the "electron" batteries.  What the heck would be accomplished by firing electrons at something?  They don't have enough mass to inflict a physical impact do they?  Aren't they so small that they could pass right through the target?


I have no idea? To me it seems like something that is more harmful to electronics then anything else. But then again, this is a game where folks suit-up and suck-out all the air for combat, and yet they suffer from dangerous electric fires. I usually ignore the E/P weapons and screens as it adds a needless layer to the rules. When it comes to the guns, I just say: "As advanced as the ships are, their main guns fire metal shells that are propelled by electric coils." I try to keep things simple.

Malcadon's picture
Malcadon
July 21, 2010 - 11:01am
I just remembered something!

I was reading the Serenity (Firefly) RPG rulebook, and it has a neat article about artificial-gravity. Unlike most sci-fi, AG technology is not limited to making gravity move a certain way on a ship or make cars and robots hover in the air. AG tech seems to be the foundation of what makes everything possible on Firefly. They reduce inertia to allow ships to go faster, longer, and more safely. They amplify the mass of an atomic reactor, so they can maintain reaction much like our Sun holds a reaction under its own gravity. It makes that flying brick - the Serenity - a lot more aerodynamic! A ship can attract or repel itself off a planet's gravitational field. And small moons and planets can have their low gravity boosted, so they could hold an atmosphere, and thus the conditions needed for at least a low-tech colony (otherwise, most worlds would be bound by a "Hydraulic Civilization", that would allow the Alliance to have a tighter grip on all the colony worlds).

Allowing this type of science in Star Frontiers would make a lot of sense, and opens a lot of possibilities!

Gargoyle2k7's picture
Gargoyle2k7
July 21, 2010 - 2:34pm
@ adamm: Don't forget that a lightning bolt and the electric current in your home are both made of electrons, nothing more, and both can easily kill a person.  While realistically, a bolt of electricity would have little effect on a starship, nor should it have much range beyond a few dozen feet, but this is a game we're talking about.
@ Malcadon: thanks for the info; I'd had no idea Firefly had such an integrated tech.  I was recently reading an article about a new theory that states gravity isn't "real", that it is merely a "byproduct" of thermodynamics.  If so, by applying the correct thermodynamic principles, one could theoretically alter gravity in any way.
Long live the Frontier!

Sargonarhes's picture
Sargonarhes
July 21, 2010 - 7:41pm
Rather than call them electron or proton batteries why not just call them by the term particle beam weapons, because that is what they really are. But then there wouldn't be much use for both an electron and proton screen then I guess.
In every age, in every place, the deeds of men remain the same.

Malcadon's picture
Malcadon
July 22, 2010 - 3:15am
I really like what Serenity has to say about Gravity Control, and how it effects the technology (from pages 97-99):

Gravity Control
   Screening reduces the pull of one object (usually a planet or moon) on another (a spaceship, hovercraft, or maybe a chandelier) and essentially the other way around as well. This allows heavierthan-air vehicles to float without the need for wings and rotors and such. Putting up a screening field takes time and energy, but once the field is going, it doesn’t take much energy to keep it that way. Since aircraft no longer have to fight gravity every moment, and they can take advantage of the almost total lack of friction when flying, aircraft are now practical for all sorts of jobs—from freight handling to rubbernecking. Spacecraft can save their fuel for getting up to orbital velocity.
   Note that screening by itself doesn’t change the inertia—the resistance to motion—that heavy objects have, else ships would be blowing away in the least little breeze. Screening does put every object within the field in what amounts to zero gravity, which would be awfully inconvenient for ladies in them fancy hooped skirts, if it weren’t for artificial gravity, which is next.
   Artificial gravity works the other way, pretending to be a planet-sized mass and pulling on everything in its range. Artificial gravity provides nearly the same effect as normal gravity inside a screening field and also on ships in free fall. Although artificial gravity can’t actually change the forces of ordinary acceleration, careful handling of the artificial gfield can cancel out most of the tossing caused by movement and—so long as the pilot doesn’t get too crazy—make for a smoother ride. Artificial gravity has also been used on a grand scale in the terraforming of small worlds and moonlets, allowing them to keep a breathable atmosphere despite how dinky they are.
   One last benefit of g-fields has to do with fusion, which we’ll get into in a bit under the Power heading.
   All this was a big improvement over brute-force rocketry and early space flight. Sailing to the nearest planets would have still taken months if it weren’t for the third technique: inertia reduction. Artificial g-fields and g-screening wouldn’t normally affect the inertia of a ship, but setting them against one another in a particular manner made it possible to drop the ship’s resistance to motion in a specific direction to next to nothing. Spaceships designed to take advantage of this trick have gained greatly in speed and efficiency, though there are some limitations (which we’ll discuss under Propulsion).
   Even though screening, artificial gravity, and inertian reduction are three distinct effects, most folks just call the whole gorram thing a grav drive.

Power
  Fusion power is nothing new: life on Earth-That-Was, or any planet, has always looked to free energy from the sun and other stars—the biggest damn fusion reactors in the ‘Verse. Harnessing all that energy into a power supply without blowing everyone up was the joker that taunted four generations of high-energy physicists back around the last millennium. What finally did the trick was artificial gravity, which let scientists recreate the intense pressures and temperatures in the center of a star, where fusion happens on its own.
   Fusion power plants consist of an electromagneto-gravitic “bottle” that contains plasma (protons from hydrogen) at super high temperature under tremendous pressure. The protons fuse together to produce helium, releasing energy in the process. The hot plasma is tapped off the bottle and run through a magneto-hydrodynamic generator to produce electricity. Other designs employ nanotech materials to convert heat energy directly into electricity (and cool the power plant in the process).
   Because there are almost no moving parts, a fusion power plant can run for many decades without a major overhaul. All you have to do is occasionally replace the containment jacket (a sandwich of lithium alloys, boron, and plastics) that surrounds the core and absorbs the stray neutrons produced in the interior; else the jacket gets brittle and breaks down over time. Without core containment, these high-energy neutrons would shoot right through you, poisoning you and turning the ship into a glow-in-the-dark deathtrap through secondary radiation effects.
   Contrary to what you read in books, fusion plants don’t explode, even when severely beat up. Despite the extremes of temperature and pressure in the core, the density of plasma is surprisingly low. The amount of hydrogen used to produce power is likewise close to none. Not that a plasma leak won’t still barbecue anyone unlucky enough to be caught in the same compartment, of course. Which is why it’s important to have a backup power supply for when the main fusion plant is offline.
   Hydrogen-oxygen fuel cells, which combine the two gases to produce electricity without “burning” them in the ordinary way, are popular aboard ship because they are cheap to run and the exhaust is clean, potable water. The vapor condensers have other uses as well, for the imaginative. Many ground vehicles also use hydrogen-fueled motors, due to their high power-to-weight ratio and the ease of manufacturing. Power cells—loops of hightemperature super conducting wire storing loads of electrical energy—make good backup aboard ship, as well as being the primary power source for small electric vehicles and hand lasers. They are too finicky to bet your life on entirely, however, as they sometimes run out of juice before they ought to.
   Along with power goes thermal management: all that power-using equipment generates heat, and dumping it into the perfect insulating vacuum of space is a problem. Big ships, with a generally lower ratio of surface to volume, have an even harder time with heat, and are designed with a lower power budget per ton than smaller ones. Spaceships ordinarily have nanomaterial heat pump wiring running through their structure into radiator grids embedded in parts of their hull plating.

Propulsion
   There are basically two kinds of propulsion systems for air- and spacecraft in the ‘Verse: reaction thrusters and pulse drives.
   Reaction thrusters are the most commonly found. They include any sort of engine that produces thrust in one direction by throwing energy out the other—remember Newton’s Third Law? Rockets, air-breathing jets, and airscrew propellers all fall into this category. The most common type of reaction thruster found on spacecraft is a “rocketbased combined cycle engine,” or simply a pod.
   Pods are often mounted on movable hydraulic swivels that allow them to shift direction quickly and easily. An engine pod runs in one of three modes. In atmosphere, it’s open on both ends like a jet engine. Heated plasma from the fusion power plant is routed to the pod, heats up a mass of air, and blows it out the back to produce thrust. At low speeds, the heated air also spins a turbine that sucks in still more air from in front to get the cycle started. Once the ship goes supersonic, these turbine blades fold back out of the way and the pod continues in scramjet mode. Running the engine in air-breathing mode is very efficient, since most of the thrust comes from the air itself, and not from the plasma.
   When the ship breaks atmo, there isn’t enough air for the engine to work on. The intake irises shut, and the pod switches to pure rocket mode. Extra hydrogen “fuel” is routed through the fusion plant to produce a steady stream of high-energy plasma, which the pod pumps out at extreme speeds to produce thrust. This uses a lot of hydrogen and is good for only limited “burns.” In between those burns, a ship can either coast or use her pulse drive (keep readin’).
   Smaller boats and aircraft don’t carry big fusion plants, and use other kinds of reaction thrusters that have the additional advantage of being simpler to build and operate. These thrusters range from hydrogen-oxygen rocket engines to hydrogenburning jet engines to big electric turbofans run off power cells. Rockets like these can be very powerful and fast for their size, but are extremely inefficient with their fuel, thus limiting them to short range and shallow orbits. Attitude control jets on spacecraft, and chemical rocket engines on missiles are also widely used. The air-breathing types are, of course, restricted to atmo.
   Pulse drives, now, are another animal entirely, separating deep space boats from short-range orbiters.
   Take a ship equipped with regular grav and reaction drives. Tweak the grav and add some control hardware so it can work the inertia reduction trick. Strap on a high-impulse (but low-efficiency) rocket motor to give her a big initial “kick” and keep her moving, and voila!—pulse drive. Pulse drives are very fast (around 60 times faster than reaction drives), but with that speed comes some severe limitations.
   First, the ship is mostly lacking in inertia (thanks to screening), and so the extra speed she gets from the pulse drive isn’t real. That is, the ship keeps moving only as long as the drive is running. Shut it off, and she goes right back to drifting. Since you don’t want to be on the drift, pilots run the reaction thrusters as well as the pulse drive for some part of the journey to get the ship moving.
   Second, because the inertia reduction works directly along the drive axis, the ship’s course is more or less fixed when you turn on her pulse drive (though it’s not strictly a straight line, due to gravity effects). The pilot can bend the heading, but only very slowly. To make a radical course change, you have to drop out of pulse drive, turn the nose, and re-initiate. This can use up your fuel real quick. Tian tsai navigators will plot a course to use as little extra fuel as possible, carefully choosing start and end points, and taking advantage of any planet along the way to change direction without having to burn by using a gravity slingshot.
   Third, though the pulse drive is fast, it’s not very precise. Going from burn to off takes more than a couple of seconds—a ship can travel 10,000 miles in the interval. In deep space this doesn’t matter so much, but close to a planet (flying from one moon to another,) it is easier and safer to just use the reaction drives.

Gargoyle2k7's picture
Gargoyle2k7
July 22, 2010 - 3:47pm
One of my favorite things from another game is the biotech gear from Traveller 2300 AD.  The pentapod race grew all of their tech, from survival gear to packing crates.  I think I'm going to work up an article for SFM using some of these items, or items inspired by them.  If you haven't seen it before, and can find a copy of 2300, check it out.
Long live the Frontier!

Anonymous's picture
w00t (not verified)
July 22, 2010 - 8:59pm
Gargoyle2k7 wrote:
One of my favorite things from another game is the biotech gear from Traveller 2300 AD.  The pentapod race grew all of their tech, from survival gear to packing crates.  I think I'm going to work up an article for SFM using some of these items, or items inspired by them.  If you haven't seen it before, and can find a copy of 2300, check it out.


Awesome!
I wonder if your ideas could be integrated into the cyberbions article?
Hrm... (just thinking out loud)

If the gear is bio-based in its final stage after growth, carrying the gear to another environment (planet, moon, continent) could negatively effect the gear, correct?

What if the gear reacted to dralasite physiology?
What if this is dralasite knowledge that was lost?


Gargoyle2k7's picture
Gargoyle2k7
July 22, 2010 - 10:22pm
Cyberions?  I don't know what that is.  I've worked up the preliminary article already, adapting the basic items from the 2300 AD game (there were only 4 or 5).  I already took into account some of the thoughts above (some of the gear doesn't work for drals or vrusk), and am thinking about new items along the same lines.  I'll have something to submit in a week or two.  :)
Long live the Frontier!

Anonymous's picture
w00t (not verified)
July 23, 2010 - 6:41am
Cyberbionic appeard in Issue 14 of the Star Frontiersman, page 9.
Sorry for the confusion.

Malcadon's picture
Malcadon
August 23, 2010 - 12:56am
After reading about gravity field control in the Serenity RPG (as noted above), it seems like something useful for SF, more so with the way ships more in Knight Hawks. That is, as the ship moves forward vary fast, the gravity field on the ship lowers the inertia to normal levels (around 1g). Because the gravity field runs along the ships axis, the ship can't make sharp turns without straining the hull as the field adjusts to a new axis. That is, the ships can move really fast while maintaining normal Earth gravity on the inside, but large ships must make sight turns, or risk braking apart (or injuring crew). This also makes things a lot easier for the Damage Control Teams.

As noted, gravity control allows ships to movie in and out of the atmo, to provide normal gravity and atmosphere on low-grav worlds, to allow sustain fusion in powerplants like how high-gravity maintains fusion on a star, and so on.

So what do you all think?