> BIF's talk of gravitic weapons reminds me of the gravitic lance, which
I believe the grav lance was Honor Harrington's nemesis (thanks to Horrible
Hemphill) in On Basilisk Station. I don't recall seeing it in the Vorkosigan
books.
- Sam
Can't remember the details, but "The Vor Game" mentions that the new naval
weapon of choice in that period was the "Gravatic Imploder Lance?". The tech
details are different to the HH Gravlance, in that it is a glorified tractor
beam, using gravity to damage enemy ships. This is due to defensive technology
having caught up with kinetic, nuclear, laser and plasma weapons, rendering
them almost useless in a standard engagement. Short ranged compared to the
plasma weapons available, but more destructive.
I haven't even looked at conversions, as space combat isn't a major component
of the series (from those I've read).
Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM
> -----Original Message-----
> Can't remember the details, but "The Vor Game" mentions that the new
The
> tech details are different to the HH Gravlance, in that it is a
more or less a gravity-laser, I gather
> using gravity to damage enemy ships. This is due to defensive
It isn't, which is why I asked first. Better for SG2 or FMAS. But she does
give specific times, ranges and speed of light delays, so you could calculate
conversion stats if you wished
> Date: Mon, 5 Feb 2001 15:53:59 +1100
10 km rather than 100km IIRC. lasers have even greater ranges but...
Of course plasma bolts are reflected by Plasma Mirrors[As produced by Beta
Colony in the First Book, Shards of Honor.], Lasers by the Swordbreaker,
Orbital Electron Randomisers can be stopped by properly tuned shields and
kinetic weapons are stopped by shields tuned or un tuned. Plasma Mirrors can
be overwhelmed by fire though the Swordbreaker seems not to be.
Oh and you can turn a Jump Point into a giant long range grav Lance given the
correct equipment if you don't mind loosing the rather expensive generator as
the pulse is aimed towards the generator. Ships need specialised equipment and
crew to jump from one system to another via a jump point. Jump points are from
1 particular location to another and are double ended. If you blow a ship up
in mid jump it destabilise the worm hole so it can't be used for days to
hours.
One of the Characters does succeed in ramming a pocket dreadnought with a
freighter, but that was considered unusual.
They have combat aerospace craft, but they are not valuable enough in battle
to have dedicated carriers.
Fast Starships tend to be small.
I can't think of any other world rules for space craft.