Star Wars absurdists always try stating that Star Wars weaponry is more powerful than Star Trek weaponry, and I disagree. Michael Wong has made the following quotation at
www.stardestroyer.net:
"Weapon Breakdown:
There are 16 heavy turbolasers and roughly 120 light turbolasers on an ISD1 (ref. SWICS). The heavy turbolasers are roughly 125 times bigger than the light turbolasers (which were seen vaporizing asteroids in TESB). If firepower is proportional to size (an unsubstantiated but not unreasonable postulate) then the sustainable power outputs of the heavy and light guns work out to 36 million TW and 290,000 TW respectively. Re-fire rates seem to be roughly 1 shot per 2 seconds, so the energy level of each individual blast would have to be 72 million TJ (17 gigatons of TNT) for heavy turbolasers and 580,000 TJ (138 megatons) for light turbolasers."
Those familiar with this site already know that my yields are different, and, even higher than those of Michael Wong’s. For instance, his heavy turbolaser yield is "…72 million TJ (17 gigatons of TNT)…", while mine is "…600(10^18) joules…". Yes, 600(10^18) Joules is higher than 72(10^18) joules. By far. In any event, this post is dedicated to the question that he posed in the phrase:
"This operation must not take longer than 1 hour or so, otherwise significant numbers of planetary citizens would be able to evacuate. The power requirement is therefore roughly 610 million TW."
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www.stardestroyer.net
Below is a reiteration of the formula used to determine the destructive areas of detonating thermonuclear/high-energy weaponry. Then, it goes to describe common Imperial/New Republic/Corporate Sector Authority weaponry, and then one of several elements utilized to perform orbital bombardments.
The three categories of immediate effects are: blast, thermal radiation (heat), and prompt ionizing or nuclear radiation. Their relative importance varies with the yield of the bomb. At low yields, all three can be significant sources of injury. With an explosive yield of about 2.5 Kt, the three effects are roughly equal. All are capable of inflicting fatal injuries at a range of 1 km.
The equations below provide approximate scaling laws for relating the destructive radius of each effect with yield:
r_thermal = Y^0.41 * constant_th r_blast = Y^0.33 * constant_bl r_radiation = Y^0.19 * constant_rad
If Y is in multiples (or fractions) of 2.5 Kt, then the result is in km (and all the constants equal one). This is based on thermal radiation just sufficient to cause 3rd degree burns (8 calories/cm^2); a 4.6 psi blast overpressure (and optimum burst height); and a 500 rem radiation dose.
The baseline of 2.5 kt of TNT = 8.36(10^12) joules (8.36 terajoules)
Turbolaser: Approximately 418(10^18) J/100 gigatons of TNT for a thermal radius of 1.434094274 thousand km, and a blast radius of 347.2642703 km.
1.434094274 = 50,000,000^.41 * constant_th
347.2642703 = 50,000,000^.33 * constant_bl
Medium Turbolaser: 500(10^18) joules for a thermal radius of 1.543380924 thousand kilometers, while the blast radius persists out to 368.4105258 kilometers.
1.543380924 = 59.80861244^.41 * constant_th
368.4105258 = 59.80861244^.33 * constant_bl
Heavy Turbolaser: At approximately 600(10^18) joules, thermal hazard zones will persist out to 1.663173049 thousand kilometers, with a blast wave hazard out to 391.2567482 kilometers.
1.663173049 = 71.77033493^.41 * constant_th
391.2567482 = 71.77033493^.33 * constant_bl
Double Turbolaser/Quad Turbolaser: At approximately 836(10^18) J/(» 200 gigatons of TNT), the double turbolaser blast will create a thermal threat zone out to approximately 1.905460718 thousand kilometers and a blast wave out to 436.5158322 kilometers.
1.905460718 = 100,000,000^.41 * constant_th
436.5158322 = 100,000,000^.33 * constant_bl
Laser Cannon (capital scale): 6 Megatons/25.08(10^15) joules; this will create a thermal hazard out to 26.64524479 kilometers and a blast wave out to 14.04268047 kilometers.
26.64524479 = 3,000^.41 * constant_th
14.04268047 = 3,000^.33 * constant_bl
Quad Laser Cannon (capital scale): 12 Megatons (50.16[10^15] joules), firing 2 barrels simultaneously; this will create a thermal hazard out to 35.40315876 kilometers, and a blast wave hazard out to 17.65183717 kilometers.
35.40315876 = 6,000^.41 * constant_th
17.65183717 = 6,000^.33 * constant_bl
Proton Torpedo (capital scale): As launched from a torpedo sphere and Victory-class star destroyer (not Victory II), the warheads are depicted as being approximately 128.5714286% the strength of a heavy turbolaser cannon, coming in at 771.4285716(10^18) joules/184.5522899 gigatons of TNT. This will result in a blast wave out to 425.0886566 km, and a thermal hazard out to approximately 1.843684784 thousand kilometers. The nuclear warheads will result in a radiological hazard out to 32.61121608 kilometers. The proton-scattering warheads do not have any known radiological environmental contamination effects.
-Star Wars the Role Playing Game Imperial Sourcebook, Chapter 5: Capital Ships, Torpedo Sphere, pgs.: 59-60, Imperial II-class star destroyer, pgs.: 61-62. Written by Greg Gorden. Published by West End Games.
1.843684784 = 92,276,144.93^.41 * constant_th
425.0886566 = 92,276,144.93^.33 * constant_bl
32.61121608 = 92,276,144.93^.19 * constant_rad
Let’s examine the individual unit types that would be used for a base delta zero operation, starting with the system bombard.
"System bombard contains an average of 100 ships divided between 3 bombard squadrons and a light squadron. If an admiral feels that force superiority has done less than a thorough job of removing hostile craft from the system, a system bombard squadron will be augmented with ships from the light squadron. The new unit will still be called a bombard squadron to avoid the need to consult with a moff or higher authority. Such actions are not approved of when they are discovered."
-System Bombard, pg: 107. Star Wars, the Role Playing Game Imperial Sourcebook, written by Greg Gorden. Published by West End Games, October 1989.
"Bombard squadrons have 2 torpedo lines, a skirmish line and a pursuit line, for an average of 20 to 28 vessels. Bombard squadrons are assigned to worlds which have rebelled successfully and have organized a large surface military which would take far too long to defeat. Imperial commanders, pressed on so many planets, often deploy bombard squadrons in less severe circumstances.
"The vessels which escort the bombard squadron are considered sufficient to deal with any starships which might resist. Any force larger than what a bombard squadron can handle would draw the attention of the Imperial Navy, who would deal with it prior to the appearance of the bombard squadron."
-Bombard Squadron, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 103. Written by Greg Gorden. Published by West End Games, October 1989.
"Torpedo lines usually have 2 torpedo spheres. The cumbersome nature of the spheres makes them useful only for their primary mission of planet bombardment. The dream of a more mobile platform with even greater firepower has tantalized Imperial planners for years, but the torpedo line remains a staple of the Navy."
-Line, Torpedo Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101-102. Written by Greg Gorden. Published by West End Games, October 1989.
"Light squadrons consist of at least 2 attack lines, a skirmish line and a recon line, averaging 20 to 30 vessels of all types. A second common configuration of a light squadron is 2 recon lines, a skirmish line and a pursuit line, averaging 25 to 35 vessels. Both are deployed in areas where it is believed there are no enemy capital ships. With the first squadron configuration the Navy is playing it safe; such alight squadron can survive more punishment should the intelligence estimates prove wrong."
-Light Squadron, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 103. Written by Greg Gorden. Published by West End Games, October 1989.
"An attack line has from 3 to 6 ships; fewer ships if the line consists of heavy cruisers or larger ships, 6 if the line consists of light cruisers or frigates. An attack line’s purpose is to engage enemy combat starships of equivalent size. If star destroyers or other top capital ships are present the attack line is to engage the enemy within range of the star destroyer, making sure that the star destroyer is out of effective range of the enemy ships. If a star destroyer does not have to concentrate on it’s own defense it can make short work of virtually any enemy starship.
"A heavy attack line has from 4 to 8 ships, none smaller than a light cruiser. A heavy attack line is designed to come out even against any like number of enemy combat starships. The heavy attack line is an independent element of maneuver, one which an Imperial commander would be unafraid to commit to a conflict which was out of range of his sensors."
-Attack Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 100. Written by Greg Gorden. Published by West End Games, October 1989.
"Skirmish lines contain 4 to 20 small combat starships, corvettes being the most common sort of ship. Skirmish lines are meant to harass larger starships or else engage in a coordinated action against enemy starfighters. The emergence and prevalence of TIE fighters temporarily diminished the role of the skirmish lines, but they have regained favor as the Rebellion has become better armed. TIE fighters often use available skirmish lines as mobile cover, and skirmish lines try to provide cover fire for the TIEs."
-Line, Skirmish Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101. Written by Greg Gorden. Published by West End Games, October 1989.
"Recon lines contain 2 to 4 ships, operating in pairs or individually. Reconnaissance ships are usually light cruisers modified for even greater sublight speed, trading in about half of their laser cannons for a hull complement of sensors with greater range and sensitivity than the Imperial average. Recon lines are to find the enemy, retreat without engaging in combat, and return to report on the disposition of the enemy.
"Recon lines are more common now as the Empire equips more of it’s large capital ships with improved Hyperwave Signal Interceptors capable of detecting flux shift. This technology allows the Imperial Navy to actually project a ship’s destination once it jumps into Hyperspace with greater accuracy than the old method. Enemy ships can no longer just jump out of trouble; the odds that the fleet will follow are getting better. So enemy ships often try to lie quietly in the sensor penumbra of an asteroid or similar body in order to avoid detection. Recon lines are sent into the dark places of a system to see what they can find."
-Squadron, Recon Squadron, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101. Written by Greg Gorden. Published by West End Games, October 1989.
"A pursuit line has 4 to 10 ships, usually light cruisers or occasionally lighter ships such as corvettes. Their mission is to maintain contact with a retreating enemy. As virtually every combat starship has hyperdrive, pursuit lines are most often employed against starfighters which are not Hyperspace capable, or to follow escaping craft long enough to calculate their jump coordinates.
"Pursuit lines are also commonly used on missions which crews call "beam baiting." Pursuit lines track Rebel starships to a base or a planet known to house well-organized Rebel sympathizers. They engage the starships and see if any Rebel units come to their aid. Then they employ a fighting retreat to a point where a heavier element of the fleet can jump in from Hyperspace. The Empire enhances this tactic by sending pursuit lines on such missions without any backup, so the Rebels can never be sure whether or not the line is part of a trap."
-Line, Pursuit Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101. Written by Greg Gorden. Published by West End Games, October 1989.
So, the system bombard will contain an average of 100 ships, divided up amongst 3 bombard squadrons and a light squadron. The following shows the breakdown of what elements brings what types of starships.
Bombard Squadron 1: 2 Torpedo spheres, 20 Corellian corvettes, 10 light cruisers
Bombard Squadron 2: 2 Torpedo spheres, 20 Corellian corvettes, 10 light cruisers
Bombard Squadron 3: 2 Torpedo spheres, 20 Corellian corvettes, 10 light cruisers
Attack Line: 3 Heavy cruisers, 20 Corellian corvettes, 2 light cruisers
Attack Line: 3 Heavy cruisers, 20 Corellian corvettes, 2 light cruisers
Now, with the understanding of how many ships are present (not counting any possible starfighters, as their weapons are considered insignificant in such operations as planetary bombardment), it is time to examine the volume and types of firepower that is brought to bear.
Bombard Squadron 1: 2 Torpedo spheres (20 turbolaser batteries, 1,000 proton torpedo tubes), 20 Corellian corvettes (120 double turbolaser cannons), 10 light cruisers (100 heavy turbolasers, 200 laser cannons)
Bombard Squadron 2: 2 Torpedo spheres (20 turbolaser batteries, 1,000 proton torpedo tubes), 20 Corellian corvettes (120 double turbolaser cannons), 10 light cruisers (100 heavy turbolasers, 200 laser cannons)
Bombard Squadron 3: 2 Torpedo spheres (20 turbolaser batteries, 1,000 proton torpedo tubes), 20 Corellian corvettes (120 double turbolaser cannons), 10 light cruisers (100 heavy turbolasers, 200 laser cannons)
Attack Line: 3 Heavy cruisers (30 laser cannons, 60 quad laser cannons, 60 turbolaser batteries), 20 Corellian corvettes (120 double turbolaser cannons), 2 light cruisers (20 heavy turbolasers, 40 laser cannons)
Attack Line: 3 Heavy cruisers (30 laser cannons, 60 quad laser cannons, 60 turbolaser batteries), 20 Corellian corvettes (120 double turbolaser cannons), 2 light cruisers (20 heavy turbolasers, 40 laser cannons)
This creates a grand total of 180 turbolaser batteries, 3,000 proton torpedo tubes, 600 double turbolasers, 120 laser cannons & 120 quad laser cannons.
The subject of the attack will be an Earth-like planet, bearing 5.1(10^8) km^2 of surface area.
One of the biggest problems with Imperial/New Republic/Corporate Sector Authority directed energy weaponry is the low rate of fire. Turbolasers require recharge/cool periods of approximately 2 seconds. So, let’s only examine the first second of fire. Any further damages will be based upon what transpires in the first second. Assume no 2 weapon hardpoints are aimed at the same target, so as to more speedily destroy maximum land area. 2+ Weapons concentrating on a single point on the land would do more damage to that land, but would leave another piece of land untouched, in the mean time.
The 180 turbolaser batteries consist of 5 individual turbolasers, adding up to 900 turbolasers. Each of the 900 is capable of destroying 1.434094274 thousand kilometers, or, 2.056626387 million km^2. The proton torpedoes are capable of taking out 3.399173583 million km^2. 3,000 Of them scattering across the landscape would attack and destroy some 6.16987916 billion km^2. 600 Double turbolasers would destroy 1.905460718 thousand km^2, each, for a total of 3.630780548 million km^2. 120 Capital starship scale laser cannons would incinerate and vaporize 789.9690699 million km^2. The 120 capital scale quad laser cannons would destroy an additional 1.25338365 billion km^2. In total, within the first second, a grand total of 8.218919287 billion km^2. An Earth-like planet would have it’s entire surface devastated within the first second of concentrated fire. Clearly, the operation does not take a very long time, and larger elements (larger than a system bombard) are completely unnecessary.
"A star destroyer is considered a line in itself. A naval staff study concluded that a star destroyer was the equivalent of at least the squadrons of the time, and would be properly categorized as such. The Admiralty agreed with the analysis, but disagreed with the conclusion. The Admiralty felt that as there were more lines than squadrons, designating the star destroyer as a line unit would get them more star destroyers. The Admiralty’s thinking prevailed."
-Line, Star Destroyer, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 102. Written by Greg Gorden. Published by West End Games, October 1989.
A standard star destroyer (as depicted in the Essential Guide to Vehicles & Vessels) is armed with 60 turbolasers. Each is capable of destroying 1.434094274 thousand kilometers in a heat flash, or, 2.056626387 million km^2. 60 Of them would destroy 123.3975832 million km^2/123.3975832(10^6) km^2. Firing full volleys every 2 seconds, the planet would be devastated in about 8.265964159 seconds.
Again, this is all contingent upon the fire control officers linking areas of destruction together with maximum efficiency and coordinating fleet fire with equal efficiency. Also, all ships would have to be firing; if the pursuit and skirmish lines were engaged with spaceborne defense forces, this would extend time to destruction, as both attack squadrons would be occupied, removing a large amount of firepower.
This was posted because, unlike the Star Wars absurdists, I do not make ignorant and ascinine statements like "Star Wars technologies are weak and ineffective". I don't believe they're greater than Star Trek's, but they're still good. If possible, could someone re-check my math?
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