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#21 |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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I will note that a bullet hole in a spacecraft pressure hull is not all that big of a deal. In a compartment about the size of a typical bedroom (3 m wide x 4 m long x 2.5 m high), a 1 square centimeter hole will cause the pressure to fall by half in about 5 minutes. That is plenty of time to finish the firefight and slap an emergency patch over the hole. The air pressure will push the patch tighter against the hole, so even stray bits of debris larger than the bullet hole will tend to significantly slow the loss of air, actual engineered emergency patches with rubber seals behind a rigid plate should essentially stop the air leak until the spacecraft's engineer can apply a permanent fix.
This is certainly a better option than being at the mercy of thugs with body armor. Now you just need to convince your GM of this. It is one of those "facts" about space that does continue to annoy me, though. The sidearms section on the Atomic Rocket web page http://www.projectrho.com/rocket/ is gives lots of useful thoughts on weapons carried aboard spacecraft. The Math: Air moving from a pressure reservoir into vacuum will be ejected at approximately the speed of sound, or C_s = 330 m/s. With a hole of area A and in a time T, a volume V_a of air V_a=A*C_s*T will escape. The room has a volume of V_r. Thus, at a time T=V_r/(A*C_s), the amount of air that escapes through the hole is equal to the amount of air in the room. Plugging in the numbers, V_r = 3 m x 4 m x 2.5 m = 15 m^3, A=0.0001 m^2, and we find T=454 seconds=7.6 minutes. This ignores that as the air escapes, the pressure drops and the speed of escape decreases, which extends the available time. A more detailed analysis gives a pressure P=1 atm * exp(-T/454 s). Set P=0.5 atm for a loss of half the air, and you find T=315 seconds=5.25 minutes. Luke |
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#22 |
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Join Date: Feb 2005
Location: Berkeley, CA
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A lot of this depends on how cinematic the security requirements on your spaceship are, and on how fragile the internals of the spaceship are. I would say your highest priority as security is a good system for weapon scans, plus biometric locks on all weapons that are used by authorized people, plus a checkpoint system that's hard to bypass or overwhelm. Security is a lot easier if the bad guys don't have weapons. Other than that, I don't recommend electrolasers, there's plenty of electronics which won't appreciate high voltage currents, but a melee range stun gun or stun baton is a reasonable choice.
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#23 | ||
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Join Date: Oct 2009
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Quote:
Quote:
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#24 | |
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Join Date: Jun 2005
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[QUOTE=Ubiquitous;891835]
Quote:
When you leave the ship for an away mission, get the AP-loaded magazine out of the safe you keep your not-currently-in-use weapons in. Carry two pistol magazines of frangible ammo with you at all times. Simple?
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#25 | |
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Join Date: Aug 2007
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The Gyroc Launch Pistol takes a clip and 3 seconds to reload just like anything else with a clip. It does only hold 6 rounds but for an in-ship weapon you want one-shot stops and not to have to rely on spraying and praying. For goodness sake's carry at least one Gyroc guided minimissile (the Holdout launcher will do)when you leave the ship. That will let you attack someone (like a sniper) 1900 yard away without range penalties. If he has the stealth gear to fox the minimissile's guidance you're screwed anyway. If you want more concealable armor you're going to have to go into the Bionics section. There may be as many 3 different things available at your TL.
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Fred Brackin |
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#26 | ||
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Join Date: Oct 2009
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If the AP magazine isn't on me, and I don't make the 'remembrance' roll, than I leave without the magazine. Or leave it in the safe. Or whatever. Because you seem to not understand; I need a weapon that I can use for straight-up combat; AP bullets, a grenade launcher, whatever. But I cannot, CANNOT, logically be able to mistake it as a weapon I can use on a spaceship, and it has to be significant enough to remember. The pistol and it's ammo are neither of these things. I take this seriously because my GM has no problem killing me if I do something stupid, even if I'm doing something because of Role-Playing. Speaking of which, equipment I can wear at all times; are their rules for jamming electronics and if so, at TL...10, say, is there some kind of wrist-puter or whatever that can fix this? I'm picturing more subtle combat scenarios now, like Space Pirates that jam sensors and radios, which would make the doors on the ship hard to get around without it. Quote:
Although, this mini-missile idea...I do like that. Last edited by Ubiquitous; 12-03-2009 at 03:05 PM. |
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#27 |
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Join Date: Jul 2008
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Can you throw limpet mines? I figure you could have a dispenser stored away, and maybe carry one to apply manually in sudden emergencies. It's a bit dangerous...you can probably kill the ship if you set it off in the wrong place...but it'll stop practically anything.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#28 |
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Join Date: Aug 2007
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Try a Tangler grenade instead. It's nonlethal but the 64mm one is strong enough to hold a battlesuit. Once you get it down you can send for the plasma drill.
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Fred Brackin |
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#29 |
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Join Date: Oct 2009
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#30 |
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Join Date: Aug 2007
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Fred Brackin |
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