taalismn wrote: Mon Jul 07, 2025 8:38 am
Modifiers to the Big Antispacecraft Rail Gun conundrum...'smart' rounds that can course-change(treat as a missile) and 'buckshot' rounds that scattershot across a ship's course. Extreme range still allows a target to potential detect and avoid the likeliest courses of an incoming projectile, but using a combination of area sensor jamming and 'black body' projectiles, you might get lucky and reduce the enemy's window of opportunity to take evasive action.
Yeah you can find lots of these in Mass Effect and The Expanse which are the two franchises that I think do the best job of high powered projectile weapons. The best you can realistically get form something like this, without turning it into a missile launcher, is minor changes to trajectory over long distances otherwise you will lose momentum and damage but you could definitely do some slight course change. The flechette rounds are great for soft and stationary targets, we see this in the Exapnse, but not sure what it can do in a setting of MDC and force fields. Great for anti-missile rounds though.
Making the rounds themselves hard to detect would be the best route for something like this, I could see it having a penalty to enemy sensors and if you don't see it you can't avoid it or shoot it down. However, this is where random course changes come in when in unsecured areas.
Against mobile targets these weapons are likely to be most effective in what the Exapnse calls "hammerlock range" where the time between fire and impact is so short as to be instantaneous but when fired at "stationary" targets, or more precisely those in predictable orbits, these measures can be incredibly effective for long range bombardment.
ShadowLogan wrote: Mon Jul 07, 2025 8:55 am
Warshield73 wrote:If you are in a small ship, destroyer down, most of those weapons have such a penalty to hit that they don't do much. The threat to you, especially in a fighter or gunship sized vessel, is all those missiles and the mechs. Those fighter pods and officer pod armored vehicles are fast enough at sub-light to wreck your day, again depending on how fast you think they can jump to FTL. In my setting I say it takes 1 melee round for every LY you want to fly so if you are just looking to do a straight line out you can survive long enough to leave. Some, maybe most won't, but like I said the FTL is an advantage in that once a Zent ship screws up the system it is in you have decades before they can reach the next one.
I do think there is a run-up to FTL in terms of time depending on the drive, but there is also that decision making process to do such (so time) not to mention time that might be required to recover any deployed assets that lack FTL (more time), plus getting into position for the FTL runup (more time). So we aren't dealing with 15seconds, probably a few minutes at best.
Marcethus wrote: Mon Jul 07, 2025 6:23 pm
Fleets of the 3G lists the info on how long it takes to spin up the FTL drive. I don't have the book at hand but I recall it being about a minute or so per size class. (ie fighter/shuttle/frigate etc.)
Do you have citation for that because I spent a fair bit of time looking and I couldn't find it but that sounds right. Not sure why it would take longer for larger ships with more crew and better computers but if it's what's in there. Again, regardless of how long the jump takes there will be plenty of ships to be able to take it and not just fighters and destroyers. The penalties for the Zent guns extends to even cruisers of the 3G.
All I have been saying is, regardless of the time it takes to go to FTL, ships will be able to get away from a Zentraedi ship that rifts into a 3G system. That system is likely screwed at least in the beginning but the way FTL works a number of ships will get away, how big a number depends on the scenario.
First thing to keep in mind most of the Zent firepower is forward facing so for most firing arcs only the laser turrets, which are 1D4X100 and fire twice per melee, can even fire on them. Assuming the off chance they hit even the most delicate fighter it would likely survive. A Scorpion has 450 MDC, no shields, so even max damage it is still flying around and you tag a Hunter or berserkers shields with those pop-guns and you will just P!$$ them off. Zentreadi warships also have no shields, and the MDC values are low compared to 3G ships of their size.
Now they also have missile turrets but they only fire once a round and the range of a 3G warship is the same or better so if the Zent gets into missile range they are about to have a very bad day. But, on the plus side since they have no point defense whatsoever and every 3G warship is covered with all manner of PDWs it will probably be a short day.
The range advantage of the Zent weapons is helpful, but unlike with the Dominator Star Fortress it isn't matched with damage and rate of fire these ships just have range. Once they get to within 100 miles it's all over, at close range a cruiser with destroyer escort can easily pick them off except for what is, even in Robotech, their biggest advantage a metric crap ton of mecha. Take the Flagship, which is the ship I have been looking at for this comparison, it has 2284 Fighter Pods plus 200 of the OBP-AVs both of which are a match in speed and weapons to 3G fighters. They are one hit kills but in those numbers it barely matters. Then you add in the 22,000(!)

various types of TBPs which are basically the ships point defense and now it's a battle.
The thing 1e Zentraedi ships aren't like a Dominator Star Fortress. They have range but most of the big guns are forward facing only and all of them suffer penalties to fire on smaller targets and with Average MDC values, no shields and a crew that can't repair crap they just aren't as big a threat as the range might indicate.
ShadowLogan wrote: Mon Jul 07, 2025 8:55 am
Warshield73 wrote:This comes back to rewriting the spacecraft and all the tech, or at least expanding it. To me the having everything "on top" in turrets is just too naval. I prefer space combat to be three-dimensional and to make use of it's medium, vacuum, so you could have a giant spinal (laser, particle-beam, rail-gun, cream pie launcher) on true warships which is what would separate them from things that are more carrier oriented ships.
To a point yes, but also no. We know they have rail gun tech, we know they have massive mass drivers, we know rail guns are a form of mass driver. There really isn't anything major to rewrite or invent as everything is already there, its just a matter of presentation.
Not really. I mean you could just take an existing gun, scale it up and then say it has this range and this much damage but what I am talking about is different and it would mean reimagining some of the ships.
As I said about we really need to redefine some weapons but especially gravity/coil/rail guns. What are the advantages, limitations, speed of projectile and from these things you can determine what is hammerlock range and then you can start to get some combat penalties for longer range fire.
The entire point of making it a spinal gun is to make use of the length of the ship for more...whatever it is the gun uses to increase damage and range. In Mass Effect some ships have mass accelerator weapons that run almost the length of the ship and the mass effect field can get the rather large projectile they use to a significant fraction of c.
Now in Phase World we do need to keep weapons ranges shorter, I think the Expanse and Mass Effect having most battles in about 1,000 miles due to rail-gun/mass-accelerator range with anything longer being missile duels, works well as you can keep fighter and power armors and monsters and mages in the fight. Just adding a new nose gun that doesn't do anything or just adding it to one ship without making changes to the system could be a problem in game play.
ShadowLogan wrote: Mon Jul 07, 2025 8:55 am
I get what you are saying about "on top", but its also relative positioning. It might also make sense to only have 1x Heavy BFG (like RT's Reflex Cannons, which aside from the SDF-3 if a ship had one it only had 1x, Macross 2 wasn't any different IIRC either), now where said weapon is placed is another matter.
I just want to get away from the naval influence that is such a big part of things Star Wars, Honor Harrington and even Star Trek although since Deep Space Nine they have done a better job. B5 usually did a good job with this, especially once we got Whitestars involved.
These are spaceships, they aren't going to be lining up and firing broadsides at each other. These ships, especially cruisers and smaller are fast and reasonably maneuverable combat is going to focus on coming together and moving away so fore and aft should be the big combat aspects while the 4 sides are for secondary weapons and point defense. This also keeps all those small things relevant in battle.
ShadowLogan wrote: Mon Jul 07, 2025 8:55 am
It might also be worth considering atmospheric re-entry situations, which could push for a "shell" or "on top" configuration (just a quick glace at Fot3G shows atmospheric use is considered, though some ships can't and I'm ignoring the few shuttles and fighters in the book I haven't checked the other PW setting books), the alternative is to make them retractable (added cost) or reinforced enough to handle being on the brunt side of re-entry (added cost)
This would be another thing I would change. Most ships, especially big ones, have no business going into an atmosphere. I can see large carriers, especially those that carry massive numbers of marines, being able to land to load more quickly and free shuttles for other duties. I can also see cruisers and smaller, especially destroyers, having atmospheric capabilities in order to drop/retrieve personnel or attack something that is hard to get to from orbit. But battlecruisers, battleships and especially dreadnoughts no just no, they have no business even getting to far into a gravity well much less into an atmosphere and ships like these you don't want to limit how many turrets and other spikey bits you have sticking out.
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