Space Warfare 101
What you need to know to fight in space
Movement.
We
are still dealing with regular physics when we are flying in space.
The gravity control unit does not cause ships to move as if they were
in air. You accelerate, then you must decelerate. You can ‘turn’
but only in a very wide sort of arc. You can spin your ship in any
direction as you coast along in your trajectory. These are the basics
any pilot must grasp.
The
gravity control system does let us pull some high G moves, without
feeling their effect. A ship can change its velocity or spin around
with several G forces and the crew hardly feels it. Most civilian GCS
can handle 5 G. Military ones 10 G. Beyond this you do feel the
pressure. Ion engines usually provide 1 G of acceleration, while
Fusion rockets can deliver 5 G.
Typical
movement is made with ion drives giving a constant 1G acceleration up
to mid point, then the ship flips over and decelerates at the same 1G
until it reaches its destination. Fusion rockets burn fuel much
faster than ion drives and so they are reserved for emergency use or
combat. However keep in mind that a ship having made 10 hours worth
of acceleration can not stop on a dime, even if it kicks in the
fusion rockets at a full 5 G burn. It will take a few hours to stop.
Detection.
A
ship usually has several nodes of sensors, to cover all directions.
These include passive and active scanners; radar, lidar, radiation
detectors, 12inch telescopes, grava-metric detectors, magnetic
spectrometer, etc. There are no working FTL sensors. Thus the speed
of light matters a lot. 1 light second being 300,000 km. We can
detect things at greater distances, but the accuracy of info begins
to be an issue, especially for targeting computations.
Sensors
are not magic, as some science fiction TV makes them seems. Most
ships have serious shielding in their hulls to prevent any sort of
cosmic rays getting in. This is also very effective at blocking any
attempt to scan the inside of a ship. We can not simply pick up life
signals.
Having
said that we should point out that it is very easy to spot a ship,
especially if it has a gravity field and it is moving under power.
Hiding the energy output from a drive system is quite difficult,
hiding a grave filed nearly impossible. Stealth is possible, but
requires special emissions control equipment, a sensor deflecting
hull and the ship must be very careful using its thrusters.
There
is no way to sneak in and out of hyper space. Both entry and exit
have a notable flash of light-radiation and gravitic wobble. A ship
wanting to stealthfully enter a system would have to do so by exiting
H-Space behind an outer planet. Even then a large central
grava-metric sensor would likely detect it.
Using
H-Space for tactical movement.
One
advantage FTL ships have over local vessels is mobility. Even good
grava-metric sensors can not anticipate the exit point of a ship.
Surprise is on your side. But more interestingly you always have the
option to withdraw ( so long as your equipment is not damaged ).
Using high band H-Space is great for system to system travel, but it
is not good for tactical movement. In this case you want a ship able
to move in the H-1 band, just at the speed of light.
Defence.
The
average ship has a double hull, with a crawlspace a few feet wide
between the inner and outer walls. Various pipes and equipment run
through this area. The outer hull is a light “armor” designed to
deal with micro meteors and general junk that you may hit in space.
It is not intended to stand up to combat weapons. The inner hull has
a lining that protects the central parts of the ship from radiation.
Frequently the power plant will have extra shielding all around it to
prevent radiation contamination in the event of damage.
All
military craft have an improved armor composite, that should stop a
round from a small weapon like a point defence gun. True warships
layer on a full secondary hull several feet thick that is a mix of
hard and soft alloy layers. This is intended to stop or reduce more
serious weapons, especially lasers.
Active
defence.
Point
defence guns are installed on civilian and military ships. They use
good old slug-thrower technology, very much like the anti-missile
systems on a navy warship. The guns are linked to an active radar
fire control. They target any object on a collision course, alert the
bridge and wait for orders. Typically a ship has 2 or 4 PD-guns
mounted forward and the same number aft. Big warships will also have
midsection guns.
Defence
lasers are being developed but have not yet entered wide service. In
several ways lasers are better than guns. However they do use a lot
of power, and have some technical issues. After the battle for Sol in 2030, when many ships simply ran dry of DG-gun ammo, a push was made to add some PD-lasers to all warships.
Weapons.
Missiles.
The
Gramps Mk 5 missile system is used in many small military and
civilian ships. It launches a 3x12ft missile, which may include a
wide range of probes or other mini-craft. Scout ships often use the
system to launch satellites.
The
Archer Mk 7 missile system is used by the military for more serious
payload delivery. It launches a 3x18ft missile. In addition to the
various probes and utility mini-craft, the Archer is intended to fire
T3 torpedoes (which contain 3 warheads, usually 1 nuke and 2
decoy/jammers)
The
Athena Mk 9 system, launches 3x22ft weapons, with its main munition being
the T6 torpedo (yes it has 6 warheads)
Most
missiles have a powered flight time of 20 seconds at 20G of
acceleration. Using a conservative flight plan will greatly expand
the duration. They also have a separate manoeuvring thruster rig with
several seconds use. When in attack mode a missile will “jink” to
make itself a harder target to shoot down. Most missile are smart,
with several programmed action plans, they can also receive specific
instructions before launch or during flight.
Nukes
in space.
A
1KT nuclear bomb has a quick kill range of 1000m, anyone without
radiation shielding is dead. Those up to 1500m get a fatal exposure
but do not die right away, they have a few hours before death. Those
up to 2000m are also fatally radiated, but they have many days before
death. Beyond this, out to about 20 km, radiation is dangerous but
not deadly.
There
is no shock wave from a nuke in space as there is in an atmosphere.
But at 500m it will be felt, doing some "shake up" damage to a ship.
Using
the 1KT at 1000m example, some of the outer hull will vaporize or
melt. Sensitive equipment (things sticking out) are most at risk of
damage. Also the EMP is a danger, with its effective range being 10
km against regular electronics. The field created by a GCU offers
some protection, as does the radiation shielding built into the
ship’s hull.
All
the above missile systems are designed to carry 10 KT warheads.
Note; the difference between Nuclear and Neutron bomb is mostly in duration of its blast. A nuclear bomb delivers all its energy in a single instant of explosive power. A neutron bomb gives the same power over 20 seconds. In practical terms, systems which may survive the flash of a nuke will likely not survive the "cooking" effect of a neutron bomb.
Rail
Guns.
The "ship killer" magnetic rail acceleration gun fires a projectile 3x12ft in
size. The power of the gun depends a lot on the length of the barrel,
as this provides the acceleration for the shot. A 100ft barrel
provides enough punch to cut through any shields (we are able to put
up) effectively making it a one shot ship killer. The Sabre class
warship mounts 2, 140ft rail guns. However they are fixed forward so
the ship itself must be aimed at the target. A rail gun usually fires a solid slug “kinetic kill can” but may be
used to launch anything that can fit into it, including Mk5 missiles.
The 3x12 size was no accident.
The
BFGs Big Fearsome Guns. They are central mounted and run the entire
length of the ship, about 350 ft. They fire 6x12ft KKCs, solid
or fragmentation. Simulations show that a round of fragmentation from
a BFG can shred a group of ships at a distance of 1 light minute.
Shields and point defence being inadequate to stop the barrage. The construction of the BFG as a central open ended weapon, allows it to fire forward or aft. However the rate of fire is rather slow, because the capacitors must charge between each shot.
Note; at the lowest power setting it can be used to launch a standard cargo pod at a velocity that will not harm the occupants. The usefulness of this feature is questionable, but it was insisted on.
Mini
Rail Guns do also exist. Th M-RG s3 is turret mounted in a cargo pod
and may be added to improve a ship’s fire power. The pod contains
the ammo supply and a capacitor, but the gun draws from a main power
connection. These are a lot less powerful than the large fixed guns, with a barrel length of only 15ft. The advantage they
have is in movable field of fire.
Lasers.
Very
accurate and powerful light speed weapons, they may eventually
replace guns on Human ships, but have not yet.
The
T-4 laser turret, mounted in a cargo pod, is right now the main
production energy weapons of the UN-Fleet. It provides good fire
power and does not worry about ammo, however it does suck up a lot of
energy and is rather delicate in comparison to a rail gun. The
damage of a laser drops off rather quickly with distance because of
diffraction. Thus the practical range for the current laser weapons
is about 100,000km. A laser is not an effective one hit weapon on
large targets. It takes a few seconds of contact for a laser to melt
a hole through an armored hull. Any ship being hit by a laser is advised to roll, thus spreading out the damage to a wider area, instead of allowing the laser to cut through it.
Combat
Factors.
Range to Target
There
is usually lots of time to get ready for a fight. Scanners can detect
and identify ships several light minutes away. (1AU, distance from
Sun to Earth, is about 8 light minutes) Most ships do not move at
more than 10% of light, thus the time before the shooting starts can
be rather long. Stealth and trickery can of course be a factor that
reduces reaction time.
Missiles
have a very long range, so do rail guns. However there are several
drawbacks to using them at more than a few light seconds distance.
The most notable is that the target has time to move out of the way
and employ effective counter measures. To ensure a hit, against a
target with active PD-guns several missiles are required at once,
preferably those that each have multiple warheads. With a bit of
tactical coordination, a ship can launch all its magazine of missiles
and have them reach the target at the same time, making a swarm
attack. This tends to be done at long range, 2-4 light seconds, but
works well at medium, about 1 light second (300,000km)
Close
range is considered to be anything under 100,000km, which is the
effective firing range of our lasers (some aliens have much better
ones) It is a dangerous zone of engagement because there is very
little time to dodge anything and you can not dodge lasers here at
all. For example; small RG have 5,000km/s muzzle velocity, while
large RG have 10,000km/s.
Thus
a careful captain will want to keep the distance above this, to give
his ship time to respond. This is very important when dealing with
heavy weapons that can kill a ship with one solid hit.
Considering
some of the weapons and the defensive abilities, bigger ships are not
better than smaller ships. That is to say they can be killed with one
hit form a large rail gun just as easily as a small ship. On the
other hand there are several advantages to big warships in terms of
fire power and versatility. Which brings me to the next point.
FTL vs LAC
Because
of the mechanics of FTL technology, hyper capable ships have a rather
low size limit as compared to local area craft. The basic maxim is
that an attacking FTL ship will be small, while a defending ship can
be any size, often larger than the attacker. This is no grantee of a
win in any given ship to ship fight. As we noted above there are some
one hit = one kill weapons that can take down any ships (any we know
about). However the advantage in fire power that can be placed on a
large defence ship means it can potentially destroy several enemy
craft before it is taken out.
The
Centurion
LAC mounts a lot of missile launchers (a LOT) based on the idea that
if it only has time for one shot, then its missiles will be out and
seeking the enemy. The tactical planers suggest the counter move to
this in a serious invasion would be a small number of widely spaced
FTL ships, considered expendable, who would snipe the defenders
before the main fleet jumped into the system. The reply from defence
comm is to give the missiles a program that will turn them into
basically mobile mines. If the primary target is killed, they will
drift and await new targets or orders from command.
Are
small craft any use?
We
humans seem to have a fascination with fighter craft. These are best
described by Admiral Hunter as “armed shuttles of questionable
value in a big fight”. The argument between manned and unmanned
craft continues, with the edge being held by the smart or remote
controlled craft for the simple reason that they can pull higher G
moves.
A
single fighter is not a danger to a warship ship, but a squad of them
may be. Why? Because of the number of missiles they can swarm the
ship with. If each of 4 fighters carries 4 missiles, that is 16
coming at you. Some will be decoy-jammers and some will be nukes.
Fighters are designed to carry the MK 5 (3x12ft) missiles.
Note ; all images are just because they look cool and not intended to be ships of this setting.







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