But with this covered, the baseline (save much of the soldier tech, which is only partly dealt with by Centurion) will be covered (Fighters, tanks, and capital ships). The gaps will be covered by the other two (more or less - Legionnaire will shed light on their troopers and Prefect will help a little bit with the logistical/strategic scale.)
Anyhow, on with the show...
General statistical stuff like all Renegade Legion sourcs. 300kph is not "top" speed, but it is a bit faster than max ground hugging speed.Screaming down through the atmosphere, with fusion-created hell bursting all around, the assault boats release medium and light grav tanks 5 kilomeers above hte surface of the planet.
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Travelling at over 300 kilometers per hour, the TOG grav tanks give up the safety of hugging the ground for speed.
Also note the dropping from 5 km up drop-off point for the tanks, and the apparnet use of fusion (nuclear) weapons of some kind.
Basic composition of a trooper squad. Generally this applies to omst human forces, although there are variances on the commonwealth side (which will show up in the course of analysis, either here or in other sources like Prefect). This generally highlights the versatility of the squads in combat and the combined armed nature of RL warfare (ground troops carry stuff to handle infantry, vehicles, as well as acting as scouting/recon elements.) Bounce packs provide them with a measure of mobility to help keep up in the fluid nature of ground combat.Each [infantry] squad contians up to eight trooper sarmed with weapons such as painting lasers, Gauss rifles, and a variety of anti-tank weapons. Squads are also equipped with bounce packs that give the the limited ability to move quickly while dismounted.
More gravwank. I'm not sure if they use some sort of gravity-induced fusion reaction, or are some exotic reaction that generates some thermal/blast effects as well as the gravwank, because they behave like the latter. Also note that shields in ground combat are needed to withstand their yield (unspecified for the moment.)Hell missiles serve to protect ground targets from orbital bombardment. They use a gravitically induced fusion reaction to create an airburst that can vaporize unshielded tagets.
The scale of combat as we know exists in every RL game. And like always, I include it for the sake of completeness and that it might serve some use in the future, but all calcs should be taken with a grain of saltEach hex on the mapsheet represents an are of ground 200 meters (roughly 656 feet) across, and each turn represents one minute of real time.
The function and purpose of grav drives in ground combat (IE technobabble speed and mobility.) though they don't have all that good of braking compared to their acceleration.The vast majority of comat vehicles use grav drives, which warp and manipulate a planet's gravity field in order to move the vehicle. Because the field creates a 95 percent frictionless surface around the tank, these combat craft can achieve very high speeds despite their non-aerodynamic appearance.
Grav drives do have one drawback, however. Short of turning off the drive nad slamming into the ground, it is difficult to decelerate quickly or make a sudden turn in a fast moving grav vehicle. Additionally, ,because of engineerign constraints, grav vehicles must follow ground contours fairly closely. Thius means that vehicles travelling at high speeds over rapidly changing terrain (hills, trees, canyon) run the risk of sinking the ground and damaging the vehicle.
They even act as submarines! Versatile lil fuckers.[grav] vehicles may move while under water, but the terrain speed limit is one. Vehciles under water may only be attacked by artillery or orbital fire support missions.
It sounds like mass lightening crap, but in practice they behave like 40K jump packs (they allow you to move faster) - just using technobabble to do it.In order to move, dismounted infantry use what is known as a bounce pack. This is a small anti-grav device that almost totally negates the weight of the individual soldier. This allows the trooper ot move in a series of long, low jumps, or bounces, vastly increasing his manueverability.
A device that allows tanks an other vehicles to go "hull down" if need be. Creating a crater that big needs a pretty damn big explosive charge, though (a gravtank has to likely be at least several meters deep and narly 10 meters wide. That could be high MJ/low GJ, but we dont know how big the charge or the exact mechanism.In Centurion, many vehicles carry digging cannons. This equipment fires a specially designed explosive charge into the ground and immediately under the vehicle. The charge explodes and creates a crater into which the vehicle can drive and assume a hull-down profile. At the same time, the vehicle fires other charges that create a pattern of ten to twleve man-size foxholes that allow any accompanying infantry to take up protected positions.
The aforementioned painting lasers described. By game stats they have a max range of 4 km. The nature of the painting laser also confers an EW-like capability to shields - they can presumably block some sensor emissions/make them harder to detect, and that shields themselves can be bypassed by timing the flicker rate, therefore there is an EW-like funciton there in stopping your enemy from bypassing your shields (changing flicker rates, and such.)Once the movement phase ends, all units may choose to designate targets for missiles, lasers, mass driver cannons, and offboard artillery by illuminating them with painting lasers. all vehicles are automatically equipped with painting lasers. Maximum range for vehicle painting lasers is 20 hexes.
Painting lasers offer two advantages. First, a painted target radiates laser energy that allows an indirect fire weapon to home in on it. Second, the painting laser is able to decipher the target's shield flicker pattern, which is downloaded into all friendly fire-control systems, thus negating the shield's effectiveness. This tactic is not viable in space, however. Even at clsoe range in space (15 kilometers) the transmission lag time back to the targeting ship is long enough that the target can change its shield flicker rate before an offensive weapons system can be fired.
The "excuse" why this isnt used in space is rather amusing though, since it seems to act as if ranges at 15 km or less would be "impossible" for capital ships (even though by game mechanics they're canonically limited to under 1500 km fighting ranges anyhow, nevermind fighters.) With the low accelerations impiled to be largely accurate for the game, there would be no problem having a "knife fight" range (or even strafing passes) fighting like this in fighters, and capital ships are HARDLY that agile to begin with. (It would also give som eutility to smaller ships in behaving as a "torpedo boat" type role, especially if they get into weak/vulnerable quarters.)
The other funny bit bout the excuse is that at 15 km, the "lag time" for a laser is 1/20,000th of a second through the shield one way, and even rididulously shorter going out (even assuming shields extend half a km out it would be close to the microsecond range) and you could do dozens of pulses and still stay with a duration of milliseconds, which is FAR faster still than the flicker rates given before. (hundreds or thousands per second here.) This may hint that larger ships (at least) can achieve better flicker rates than smaller ships (which makes sense.), although there's still that "10% of hits always getting through" nonsense from Interceptor.
This suggests, by gameplay stats, a max painting range of around 1.2 KMInfantry squads may not paint any targets at ranges of greater than six hexes.
Hammerheads, as we would explain later, are basically a shaped charge warhead composed of firing x-ray lasers at the target. Why the devices should be impossible to design for larger cannon (even IF you couldn't scale them up to 150mm or 200mm from 50 and 100mm, there's still saboting) isn't clear, aside form the obvous fact of game mechanics likelyNote that 150mm and 200mm cannon cannot fire Hammer Head rounds.
supposed limits of flicker shielding. What they expect infantry fire to do. GLAD rounds evidently are some sort of "warhead" and not a low mass kinetic kill weapon (unless its like an Explosively formed penetrator or something lol)Shield factors only apply to attacks by lasers, painting lasers, MDCs, HELL rounds, GLAD rounds, infantry weapons fire, and missiles. Attacks by Gauss cannon, other artillery rounds, or Thor javelins are not affected by shields. (Though a shield's field is proof against energy weapons, it is unable to turn large masses. The heavier rounds from Gauss cannon are able to penetrate a shield. The electronic circuitry of a missile is adversely affected by an active shield, causing it to detonate prematurely. IT is not possible to accelerate a ballistic shell in the speeds neccesary to be effective in spacecombat, and so Gauss cannons are only found on land-based vehicles, where the engagement ranges and speeds to not affect the accuracy of the slower projectiles.
The bit about mass is interesting, but not neccesarily inconsistent. One would posit a momentum-based effect, although then velocity would matter too. Technically it should probably be momentum, but large masses could play a factor as well (if there is a destructive element, for example, a bigger mass is arder to destroy regardles of momentum.) Even so, and eve despite game mechanics not specifying, momentum WOULD be a factor (you could simply build bigger missiles to bull past shielding too). Missiles of course also suffer the "circuitry" problem but ther would be ways around that as far as detonation goes (we haven't always had circuitry for explosives as far as I can remember. and there are HELL rounds...)
Gauss cannons are slower in velocity than fighter based weapons - basically they are lower-velocity and higher mass versions of mass drivers. THis also means that, given a roughly 3 second travel time, the projectiles might travel at about Mach 5 or 6 (about as fast or faster as modern tank rounds or the projected velocity for near-future tank guns and hypervelocity antitank missiles.) Although the actual velocity could be faster, since it is a electromagnetic launch weapon, 2-3 km sec may be more likely, and it coudl be even faster given that grav tanks ttravel many times faster than modern tanks (300-900 kph) making it more like dogfighting in a way and necessitating a higher velocity round (say, a travle time cloes to a second)