TECH
The tech levels of most species varies widely. Some are
still using simple slug-throwers, others complex plasma-casters. Some ships are
little better than metal boxes with engines strapped onto the back. Others are
palatial environments, comparable to works of art.
Here, we detail some of the basic technologies being used.
i)
RANGED WEAPONS
There are 5 basic types of ranged weapon in use on
battlefields in Distant Vista. As described in the system section, these come in
3 types, Pistol, Rifle and Cannon. Anything larger than ‘cannon’ is not
man-portable, and has to be vehicle mounted.
Slug-throwers. Slug throwers are probably the most
varied type of weapons tech. Everything from cartridge loaded revolvers to
rail-guns firing plasticised ferrous slugs at mach 10 can be found on the modern
battlefield. Slug throwers do more damage than lasers, are more reliable (on the
whole) than disruptors and tend to be popular with Mercs and other professionals
who rely on their equipment to work even if it’s been mistreated.
Disadvantages are weight and limited ammunition storage in comparison to energy
weapons. Slug throwers tend to come
in 2 types – high-capacity, low calibre low damage, or Low capacity, high
calibre high damage.
Lasers. Also called blasters, laz-weapons and
ray-pistols. Fire a high-intensity ‘beam’ of energy. Lasers are the most
popular ranged weapons in use in the ‘Verse.
No recoil, good combat range and low weight, they have an huge ammunition
storage within a very small powerpack. The downside is that armour tends to be
very effective against them, and the wounds, whilst painful, are less
debilitating than those from slug-throwers or disruptors. Most ship-crews use
lasers, which have no risk of permanently damaging a star-ship hull.
Disruptors. Also called disintegrators or screamers.
The Disruptor is widely regarded as the most evil hand weapon ever created. The
energy, a super-high wavelength of microwave radiation, causes the bonds between
matter to disintegrate, in a violent and unpleasant reaction. This is what
causes the telltale ‘scream’ when a disruptor is fired, a noise that can be
heard across the nosiest of battlefields. The target, regardless of armour, will
find a significant chunk of them has just evaporated. The massive shock, trauma
and damage this does is enough to kill most creatures in a single shot. The
downside is that the high-energy matrix takes an age to recharge, most
disruptors can only fire once a minute, and even the most advanced or large
weapons can only fire every 30 seconds. Disruptor fire can be stopped by
material thick enough (bulk-heads, walls and the like), but the risk of
penetration is so great that most spacers frown on disruptors being used on
board ship.
Plasma-casters. The Plasma-caster is basically a
hybrid of the slug-thrower and the laser, and has some advantages and some
disadvantages over those weapons. The plasma–caster uses metallic ammunition,
which it then turns into plasma via a high intensity laser, and throws at the
target. This has the advantage over
slug-throwers, as the ammunition for a plasma caster is tiny, meaning more shots
for a similar level of damage. However, the damage, whilst horrific, doesn’t
have the same hydrostatic shock that a bullet has, and the range is less than
both laser or slug-throwers. Again, whilst it has better damage than a laser, it
still requires a separate ammunition supply, meaning it has fewer shots.
Sonics- Sonic weapons are purely stun weapons. Used
by ‘humane’ civilised society for internal security and law enforcement, the
Sonic weapon fires a silent, tight beam comms laser at the target. This signal
disrupts neural energy (it even works on droids), causing spasms and
unconsciousness. The effects are temporary and not debilitating. However, the
Davinar, due to their unique neural pathways, take lethal damage from these
supposedly humane weapons. Whilst
Sonics almost never run out of energy, they are utterly useless against anything
in armour.
ii)
ARMOUR
Armour mostly consists of either ablative layers of
anti-laser material, or solid plates of matter designed to stop projectiles.
Most modern armour consists of a mixture of these things, enabling the armour to
be good against all common weapons. However, only the massive powered armours
have even the chance of stopping a disruptor blast.
Armour can be expensive, is restrictive, uncomfortable and
bulky. Most non-combat personnel will either not bother, or will only wear a
blast-vest.
The most advanced armour is the personal defence screen.
This Marken invention actually projects a net of energy, designed to stop
incoming damage. It will totally stop any incoming damage, regardless of its
origin. Unfortunately, they overload remarkably quickly. Most will take one,
maybe 2 hits and then drop, and will take up to 2 minutes to re-establish the
net, by which time you may be dead. They are also bulky, cumbersome packs, which
cannot be left on all the time, because they stop you from interacting with the
environment.
iii) SHIP TECH
In addition to the ‘dimension drive’ (G/K space drive,
Fold-space-drive or Thread-space key), a vessel requires several things in order
to function. Fortunately for most manufacturers, the requirements for life of
most of the ’verse’s species are remarkably similar, so most life support is
the same, although spending too long on another species ship could be bad for
your long term health. Gravity
well- projection is now advanced enough that ships of almost any size can have
artificial gravity. However, with the exceptions of certain ’shielded’
rooms, the gravity has to be the same everywhere, due to the stresses rapid
changes in gravity causes on the ships hull.
Most ships will have a navigation computer, although this
may be anything from a simple ‘you are here’ co-ordinate calculator, to a
full AI navigation and crew care system, possibly taking care of gunnery.
Most ships, even commercial ones, will have some kind of
defensive screen, and some kind of weapon bay. Due to the ease with which
computer systems can be programmed to shoot down incoming missiles, most ships
utilise a large variant of one of the beam weapons. With this in mind, a defence
screen is also used. Defence screens area net of projected energy, kept in place
by subtle gravimetric changes.
On the whole, the field can be kept up indefinitely under
ideal circumstances. Ideal circumstances do not include being shot at, defensive
manoeuvring or the heavy use of the ships engines. Excessive energy flux (such
as being hit by an laser bolt) causes the energy net to destabilise. Once
destabilised, it may collapse, which the projector can then re-establish in a
couple of minutes (which is a LONG time in a fire fight), or it may feed back
and take out the projector. The same thing applies to excessive use of the
engines whilst the screen is up. So the screen is good for deflecting shots,
assuming the shot is not enough to destabilise the net.
‘Most ships’ assumes the vessel is part of a
well-maintained trading fleet. Privately owned and maintained vessels often
cannot afford a defensive screen, and may not even have weapons, as some systems
have laws preventing freetraders from being armed (they call them Pirates….).
One other device some ships have, although only large
vessels, as they require prestigious amounts of power, is a variable-flux
gravimetric projector – or tractor beam, for short. Basically, this device, at
short range, can replicate a large spatial bodies gravity well, which will pull,
in a controlled fashion, other ships or items towards them. Pax Fleet ships
often use these for their ‘stop and search’ procedures.
OTHER TECH
B.A.T.C.H (also known as SDA flu).
RESTRAINT COLLARS/HALO COLLARS