• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

High G and Gauss Weapons

Gadrin

SOC-14 1K
At what G do gauss weapons (and other projectile weapons) become noticeably impaired ?

I suppose this could be due to a high-G world or even a variable gravity environment like a starship's internal gravity.
 
At what G do gauss weapons (and other projectile weapons) become noticeably impaired ?

I suppose this could be due to a high-G world or even a variable gravity environment like a starship's internal gravity.
 
Hi Gadrin !

I don't think gravity is relevant for typical combat distances ..

Maybe the are g-compensating sights for snipers...

Regards,

TE
 
Hi Gadrin !

I don't think gravity is relevant for typical combat distances ..

Maybe the are g-compensating sights for snipers...

Regards,

TE
 
So you're saying that in almost any situation they'd still be useable ?

I'm trying to think if a ship gets boarded by troops using gauss or projectile weapons if a small crew could turn the tables using internal G.

I suppose trapping them in a section of the ship would be the best.

Otherwise it's good to know.
 
So you're saying that in almost any situation they'd still be useable ?

I'm trying to think if a ship gets boarded by troops using gauss or projectile weapons if a small crew could turn the tables using internal G.

I suppose trapping them in a section of the ship would be the best.

Otherwise it's good to know.
 
Gauss weapons will not be meaningfully impaired, at ship combat ranges, at any gravity levels that will not turn humans to pulp.

Generally speaking, boarding troops should be assumed to disable or override artificial gravity in any sections they pass through; otherwise, it's far too easy to take them out with grav pong.
 
Gauss weapons will not be meaningfully impaired, at ship combat ranges, at any gravity levels that will not turn humans to pulp.

Generally speaking, boarding troops should be assumed to disable or override artificial gravity in any sections they pass through; otherwise, it's far too easy to take them out with grav pong.
 
Originally posted by Gadrin:
[QB] So you're saying that in almost any situation they'd still be useable ?

I'm trying to think if a ship gets boarded by troops using gauss or projectile weapons if a small crew could turn the tables using internal G.
/QB]
Well, if you figure muzzle velocity of over 800 mps (I'm just WAGing here), you figure in the first second, it'll have covered 800 m, which is more than any indoor arena. If I have a 1 g force acting on the round, it would drop 1/2 a t ^ 2 = 4.9 m so you have to have aimed 5m high, which at 800m is a very small change in angle. If I bumped up to six Gs, in that same time frame, I'd have dropped 29.4m at target point, which is 29.4/800 for change in angle, which is again very small.

Yes, it would make a difference and could impose some mods on the first shot taken by a foe at that distance. But if the distance was 20 or 50m, more typical for long indoor range, it probably wouldn't even do that.

So, unless you can muster many, many tens or hundreds of Gs, you aren't going to noticeably impact shot MPI in the time it is in flight with gravity.

MT's SOM said that I think you could cycle the grav plates across a range of +/- 2Gs. I'm assuming another option if you had a mobile ship was strap everyone in, drop the inertial comp, and start flying a yo-yo at 4G+. In that environment, you'll probably grav pong a few hostiles quite effectively.

Proper anti-hijack systems would feature:
- gas release
- locking bulkheads and internal doors
- sensors
- chargeable deck plating
- variable grav, in some key areas to +/- 12G with no local control (choke points heading to the bridge and engineering for instance)
- strobbing hazers (causing nausea, seizures, etc in targets that don't have their filters on)
- advanced vesions might also incorporate weaponry or anti-personel mines
- ability to catastrophically vent areas to vacuum
- localized EMP mines/corridor sections so as to disrupt enemy powered kit like weapons, battle dress, and comms
- comms jammers (in ship an use the fiber links in the ship)

Those are the sorts of things you'd build into a ship if you were worried about boarding actions. I suspect most liners at least have the locking systems, sensors, and gas. Cargo ships and small merchantment may not have more than locking doors and the ship's locker to hold off pirates.
 
Originally posted by Gadrin:
[QB] So you're saying that in almost any situation they'd still be useable ?

I'm trying to think if a ship gets boarded by troops using gauss or projectile weapons if a small crew could turn the tables using internal G.
/QB]
Well, if you figure muzzle velocity of over 800 mps (I'm just WAGing here), you figure in the first second, it'll have covered 800 m, which is more than any indoor arena. If I have a 1 g force acting on the round, it would drop 1/2 a t ^ 2 = 4.9 m so you have to have aimed 5m high, which at 800m is a very small change in angle. If I bumped up to six Gs, in that same time frame, I'd have dropped 29.4m at target point, which is 29.4/800 for change in angle, which is again very small.

Yes, it would make a difference and could impose some mods on the first shot taken by a foe at that distance. But if the distance was 20 or 50m, more typical for long indoor range, it probably wouldn't even do that.

So, unless you can muster many, many tens or hundreds of Gs, you aren't going to noticeably impact shot MPI in the time it is in flight with gravity.

MT's SOM said that I think you could cycle the grav plates across a range of +/- 2Gs. I'm assuming another option if you had a mobile ship was strap everyone in, drop the inertial comp, and start flying a yo-yo at 4G+. In that environment, you'll probably grav pong a few hostiles quite effectively.

Proper anti-hijack systems would feature:
- gas release
- locking bulkheads and internal doors
- sensors
- chargeable deck plating
- variable grav, in some key areas to +/- 12G with no local control (choke points heading to the bridge and engineering for instance)
- strobbing hazers (causing nausea, seizures, etc in targets that don't have their filters on)
- advanced vesions might also incorporate weaponry or anti-personel mines
- ability to catastrophically vent areas to vacuum
- localized EMP mines/corridor sections so as to disrupt enemy powered kit like weapons, battle dress, and comms
- comms jammers (in ship an use the fiber links in the ship)

Those are the sorts of things you'd build into a ship if you were worried about boarding actions. I suspect most liners at least have the locking systems, sensors, and gas. Cargo ships and small merchantment may not have more than locking doors and the ship's locker to hold off pirates.
 
Paranoid anti-hijack systems include the features noted. Such systems require significant maintenance and training, and wouldn't be present on most ships.

Standard anti-hijack would be locking bulkheads, sensors, control of gravitics, and control of life support. Unless potential hijackers smuggle a significant quantity of military hardware on board, that's plenty.

A boarding party would tend to wear battledress and have demolitions capabilities to blow through bulkheads. They will also disable everything in their path, and will be broadly invulnerable to all of the systems described above (there's no canon evidence for EMP being remotely useful in Traveller, and given how fusion guns work, simply firing a fusion gun is going to hit you with an EMP surge, so presumably battle dress is invulnerable to EMP).
 
Paranoid anti-hijack systems include the features noted. Such systems require significant maintenance and training, and wouldn't be present on most ships.

Standard anti-hijack would be locking bulkheads, sensors, control of gravitics, and control of life support. Unless potential hijackers smuggle a significant quantity of military hardware on board, that's plenty.

A boarding party would tend to wear battledress and have demolitions capabilities to blow through bulkheads. They will also disable everything in their path, and will be broadly invulnerable to all of the systems described above (there's no canon evidence for EMP being remotely useful in Traveller, and given how fusion guns work, simply firing a fusion gun is going to hit you with an EMP surge, so presumably battle dress is invulnerable to EMP).
 
Originally posted by Anthony:
A boarding party would tend to wear battledress and have demolitions capabilities to blow through bulkheads. They will also disable everything in their path, and will be broadly invulnerable to all of the systems described above (there's no canon evidence for EMP being remotely useful in Traveller, and given how fusion guns work, simply firing a fusion gun is going to hit you with an EMP surge, so presumably battle dress is invulnerable to EMP).
You're only counting really a boarding from outside vs. an inside job which would be the most common form of piracy or hijacking. In this case, your targets may have comms and not stuff which is EMP shielded.

As for the effectiveness or not of EMP: I tend to think that battle dress probably is fairly hardened against it. But I think there really isn't a case for or against how useful it could be as the rules just don't address it one way or the other. Nothing says an EMP mine couldn't kill battle dress either. <shrug>

The kinds of modifications you'd have on Battle Dress for boarding teams (and damage control teams) would be quite numerous, at least for certain mission specialists you'd have along. These could include systems for breaching, for manually operating hatches, for hacking security, for supplying power to doors, for tapping into internal sensors, etc.

There is indeed a whole thread possible on boarding actions, the technologies and tactics involved, and the technologies and tactics involved in defending a ship.
 
Originally posted by Anthony:
A boarding party would tend to wear battledress and have demolitions capabilities to blow through bulkheads. They will also disable everything in their path, and will be broadly invulnerable to all of the systems described above (there's no canon evidence for EMP being remotely useful in Traveller, and given how fusion guns work, simply firing a fusion gun is going to hit you with an EMP surge, so presumably battle dress is invulnerable to EMP).
You're only counting really a boarding from outside vs. an inside job which would be the most common form of piracy or hijacking. In this case, your targets may have comms and not stuff which is EMP shielded.

As for the effectiveness or not of EMP: I tend to think that battle dress probably is fairly hardened against it. But I think there really isn't a case for or against how useful it could be as the rules just don't address it one way or the other. Nothing says an EMP mine couldn't kill battle dress either. <shrug>

The kinds of modifications you'd have on Battle Dress for boarding teams (and damage control teams) would be quite numerous, at least for certain mission specialists you'd have along. These could include systems for breaching, for manually operating hatches, for hacking security, for supplying power to doors, for tapping into internal sensors, etc.

There is indeed a whole thread possible on boarding actions, the technologies and tactics involved, and the technologies and tactics involved in defending a ship.
 
Originally posted by kaladorn:


So, unless you can muster many, many tens or hundreds of Gs, you aren't going to noticeably impact shot MPI in the time it is in flight with gravity.

I guess I'm getting internal gravity confused with accel compensation, that'd be used to protect your crew and passengers during a "fast flight" so to speak.

But it's good to know.
 
Originally posted by kaladorn:


So, unless you can muster many, many tens or hundreds of Gs, you aren't going to noticeably impact shot MPI in the time it is in flight with gravity.

I guess I'm getting internal gravity confused with accel compensation, that'd be used to protect your crew and passengers during a "fast flight" so to speak.

But it's good to know.
 
Back
Top