Monday, July 2, 2012

If Man Should Invade Space!


Thanks to reddit, I ran across the above, a great illustration/inforgraphic from a children's encyclopeida ('Our Wonder World') in 1918.  Just click the image for a larger view.

'A race for sun, moon, and planets at the terrific speed of two miles a minute!'

My Favorite blurb: 'Mercury: 54 years.  News of Lincoln's Death due there soon.'

These kinds of pics are great fun, but I think they also serve two important purposes:

1) It reminds us that what may seem impossible today may not seem so insurmountable in the future.   In 1918, any mechanical vehicle traveling at two miles a minute (120 mph) that wasn't plummeting out of the sky would seem utterly astounding and just barely in the realm of the possible.  Yet today, almost any mundane road vehicle can achieve that speed.

We reached the Moon in 3 days, not 83.  The Voyager 2 probe reached Neptune in 12 years, not 2,571.

Millions of years to the stars?  By our best estimates using realistic technology we now have that down to merely a few tens of thousands of years.  Ninety four years from now, the time between that encyclopedia and us, who knows what it will be?  Perhaps they will look back on what we write today,a nd chuckle at how limited our thinking could be at times.

2) It reminds us just how awesome the world we live in can be.

We take a lot of things for granted.  We get so caught up in our every day struggles and work and problems that we forget to take in the wonders of the world around us.  Space travel and probes to other planets and computers and intercontinental jets and so on seems pretty mundane to us nowadays.

But I can imagine taking a ten year old boy who may have read that old encyclopedia in 1918 and showing him all the things we take so for granted to day.  He would be utterly astonished and overcome with wonder.  Real pictures of other worlds!  Airplanes that can fly faster than sound! Thinking machines!  Wireless telegraphs that can talk around the world!

We would complain that men haven't walked on the Moon in 40 years.  He would be have trouble just getting his head around the fact that men walked on the moon at all.  We may be inconvenienced by technical difficulties with our computerized communication networks; he would be amazed that we even had such a thing to be inconvenienced by it in the first place.

We live in a world full of wonders that would utterly astonish almost every generation that came before us.  I think sometimes we just need to step back, take a deep breath, and realize just how awesome that is.

Saturday, April 28, 2012

The Next Great Fantasy Franchise Is... Ponies!?

As a life long animation fan, I've seen a true phenomenon emerging in the past year unlike anything I've ever seen around an animated TV show. The show is following a pop culture trajectory very similar to that of Spongebob Squarepants, starting out as a small but well done kids show that nonetheless quickly gained a huge adult following, especially among college students. Only this new show is doing it faster and with far greater numbers. After only two seasons, we've already seen over a dozen conventions dedicated to it springing up around the country, and what could only be called a massive following online. I've been struggling to put it all in proper perspective, so here are my thoughts about it:

One thing that always struck me about many of the great fantasy franchises is how they started off as lowly underdogs. Lovecraft's Cthulhu Mythos and Robert E Howard's Conan the Barbarian had their origins in the pulp magazines in the 1920s and 30s, and floundered there in obscurity for decades. Tolkein's Lord Of The Rings suffered a similar fate by being lost in the small press, cherished only by a small population of enthusiasts and collectors, for nearly as long. Harry Potter? Written by some out of work mother of two and consigned to the children's books section. Who could possibly take any of them seriously?

And now we may be witnessing another great fantasy franchise emerge, one with an even huger underdog disadvantage than any of the others. Yes, I'm talking about the unlikely but undeniable cult phenomenon My Little Pony: Friendship Is Magic.

Why its such an underdog goes even beyond its status as a G-rated animated show. The franchise's earlier incarnations really were the trite, sugary pap that many associate with girl-centric cartoons. They were shows that only five year old girls, and practically no one else, could really enjoy. Even in the dubious pantheon of saturday morning cartoons, My Little Pony was considered the bottom of the barrel.

But master animator Lauren Faust, who had helmed Power Puff Girls and created Foster's Home For Imaginary Friends, expressed an interest in reviving the show. Not because she was impressed with the cartoons that had come before, but because she had played with the toys as a kid and had always had a fondness for the characters. Hasbro, owner of the franchise, decided to give her a shot, and even more amazingly, gave her almost free reign to reinvent the franchise according to her vision. She and Hasbro both brought in much additional great talent, and the current show was born.

The series focuses on the magical world of Equestria, inhabited by Ponies as well as many other magical and mystical creatures. Here, 'Pony' doesn't mean an immature horse, but a trio of inter-related equine-like fantasy races: Unicorns, who can use a variety of magic powers; Pegasi, who can fly and manage the weather; and Earth Ponies, who have the least magic but who seem to grow all the food and run all the cities. The land is ruled by a pair of immortal sisters, Celestia and Luna, who embody traits of all three races and are powerful enough to control the rising and setting of the sun and moon.

The main character of the series is Twilight Sparkle, a nerdy, book-obsessed unicorn and introverted student of Princess Celestia. Her first adventure lands her in Ponyville, a small town that's the series' main setting, where she makes five unexpected friends while searching for the legendary Elements of Harmony during a crisis. After the danger passes, she moves to Ponyville permanently to be with her friends. Many adventures, some small and some epic, ensue as the former lonely geek learns the importance of friendship.

The earlier episodes, especially the two-part pilot, were very uneven in many places. But eventually, the stories became more polished, the characters became sharper and more three-dimensional, the humor became more sophisticated, and their former cookie-cutter fantasy world became shaped by a number of very interesting ideas. In many ways, its evolution writing-wise has mirrored Star Trek: The Next Generation, in that both series started out with middling pilots, lurched through a number of episodes that were obvious awkward growing pains, but eventually found their strides and elevated themselves up to the top of their respective genres. While many episodes of MLP are still merely fair with a peppering of a few stinkers, when MLP is good, it can be amazingly good.

Case in point was its recent popular and well-received two-part season ender. In fact, I think 'A Canterlot Wedding' may be the series' 'Best of Both Worlds' moment, to take another comparison from TNG; the episode that not only shattered all previous expectations about what the show could be, but made the rest of the world sit up and notice just how good it had become. Reviewers compared the episode to Disney animated features; in the animation world, there's little higher praise, and certainly almost unheard of for a TV cartoon. For me personally, I have to confess that Part 2 of "A Canterlot Wedding" was probably the single funnest half hour of TV I've watched all year.

I think what makes the show stand out so much is not any one thing, but a mix of all the creative elements firing on all cylinders. There's also the show's evolution in sophistication. It clearly started out being aimed exclusively at a younger audience, but its quality and smart writing attracted a sizable adult audience, so teh creators began catering to them as well. Hasbro recently claimed that the show's intended audience is now children between 5 and 11 and their parents. I think that "...and their parents" part makes all the difference. Its still very much a kid-friendly show, with occasional Looney-Tune jokes and Scooby-Doo chases and a lesson to be learned at the end of every episode. But its stories and characters are smart and savvy enough that adults can find a lot to enjoy as well.

A good example may be the character of Rarity. The main six characters are all young adults, so Rarity owns her own small dress maker's shop and dreams of becoming a premiere fashion designer. On any other kids' cartoon, or even on many live action adult shows, she would be the shallow, snobbish fashionista, most likely even an antagonist. But on MLP, she is portrayed as a struggling artist and businesswoman (er...businesspony) who is often harassed by clients and struggles to get her business noticed. She does have a touch of vanity and selfishness, but is also generous in many things. Despite being the most 'girly' of the main characters she's almost always portrayed as smart and strong-willed. I believe she is the most complex and mature of the main characters, and likely the one most adults will most easily identify with. The fact that a show like this even has a character like Rarity points to the amount of thought and care that goes into the writing.

Another aspect of the show I really enjoy is how unabashedly American it is in tone. I know some reading this are groaning that I may be segueing into shallow flag-waving, but hear me out. So much of fantasy--G-rated or R-rated, adult oriented or for kids, animated or live action--is derived so nakedly from European models or, more recently with the advent of anime, from Japanese or eastern traditions. Even great new shows like Game of Thrones is based loosely on the medieval european model.

While MLP has a location that does have a traditional fantasy feel--namely Canterlot, where the ruling Princesses reside--the show's main setting, Ponyville and much the rest of Equestria, has very much an American small town character, despite its mishmash of architecture. There are bowling alleys and family farms, old-fashioned school houses and a roller rink, beauty spas and yellow taxis (pulled by ponies, of course) and more. Equestria even has its own version of the Wild West and New York City ('Manehattan.') While this mash up can seem a bit awkward at times, its very refreshing to see a new approach, especially one based on American settings and traditions.

All in all, I do think that we're seeing a great new fantasy franchise emerging in My Little Pony:Friendship Is Magic. One more family-friendly and filled with more whimsy than the others I've noted, but that can be as much a source of uniqueness and strength as a liability. Will it fulfill such a promise? We'll have to see if it can keep up the quality of its stories. But I do think it has the potential. And I'll be one of the ones cheering for it.

Friday, March 30, 2012

Updates, and a New Novel

Broken links for Laser Firearms and Lightsabers have been fixed.

Please DO NOT ask when new articles will be posted or what they might be, or what they are, because I don't know specifically myself. But harassing me about it--and more than one polite inquiry is what I do consider harassment--will do absolutely nothing to help, and in fact will likely delay new updates even further. Orbital Vector is a hobby, something I generally enjoy doing, and if that enjoyment's going to be sucked away by people demanding things unreasonably, I may delay or abandon updating it altogether.

Please understand that I'm still very busy, and my being able to update Orbital Vector and the Blog here means that things have gone from overwhelming to merely nearly-overwhelming. I'll update when I can with what I can, but it will be on no set schedule, as I still have to prioritize things that go into making a living over this site.

That being said, I do have a new ebook novel available co-written with my occasional collaborator, Phillip Velasquez. Its called DRYAD, a science fiction adventure novelette. Details below, so check it out and buy a copy or seven if you'd like.

Marooned on an unknown planet, xenobiologists Kendra Ling and Mona Favre must confront the mystery of bizarre alien 'dryads' if they are to survive. A fantastic tale of alien contact and transformation.

DRYAD for the Amazon Kindle

DRYAD for other E-Readers and the PC

Wednesday, March 21, 2012

...And We're Back!

Sorry this took a few months longer than I anticipated, but I've finally been able to turn my attention back to Orbital Vector. I just put up a new article on the main site ( Advanced Atmospheric Diving Suits ) and hope to put up a new article about once every two weeks or so from this point on. I have enough material in terms of half-finished articles from the past year (some examples are Spin Gravity, Artificial Gravity Fields, FTL Missiles, Manned Mars Mission, and more), I just need to buy a day here and there in my schedule once in a while finish them and put them online.

I'm still very busy trying to keep financially afloat, and one definitive thing I will be trying to emphasize with Orbital Vector is what commercial opportunities it can afford me, especially for advertising both my novels and freelance commission services. That will take the form mostly of banner ads I'll do up sometime in the next few weeks, so you'll probably see them dissemination through the site as I go along in months to come.

I know that's going to make some of you moan, but think of it as helping to keep me engaged in upkeeping the site that goes beyond just my uber-nerdy interest in awesome futuristic technology. Right now OV makes just enough from google ads to pay for its own webhosting. If it can make the webmaster a few extra dollars beyond that, all the more reason for me to keep updating it. Plus I doubt the changes I'll make toward that goal will have any major impact on the site itself beyond just one or two more banner ads per page.

But as I said in the last entry, one thing that will definitely suffer will likely be this blog. I'll still use it for updates, to promote a new book or such from me, or to point out some neat science or tech article I've read, but I'll be lucky to update it once a month or so.

Of course donations to help keep the site running and healthy are always welcome, and there's a button right on the main site's main page ( http://orbitalvector.com/Index.htm ) for those who'd like to help that way.

But if possible I'd rather have potential donors get something substantial in return for their money, so I'd like to offer the ebooks I currently have online as also a means of donating to OV. Buy the books, all reasonably priced, and you not only get some good stuff to read but also help keep Orbital Vector updated and its webmaster occasionally fed. They're listed below.

THE SHATTERED SKY

A full-length epic science fiction novel. One hundred thousand years in the future, on the vast ruins of a shattered Dyson Sphere, a young Myotan woman's complacent life is forever changed by the arrival of advanced human explorers. Soon plunged into an odyssey of love, terror, and wonders beyond her imagination, she must decide the fate of her people...and perhaps of all humanity as well.

THE SHATTERED SKY for Kindle

THE SHATTERED SKY for other E-Readers and the PC

MARIONETTE

A fantasy romance novelette. In 1870s Italy, misplaced French actress Helen Mauvant finds herself penniless and abandoned. Taken in by a traveling puppeteer, she falls in love with the kindly but frail craftsman. But can even slmed down enough for me to more fully turn some much-needed attention back to Orbital Vector. For everyone who has commented or emailed with their support and concerns during my downtime on the site over the past year, thank you!

MARIONETTE for Kindle

MARIONETTE for other E-Readers and the PC

SELKIE

A science fantasy novelette. In a future Earth where magic has returned, Aileen was a hard working but quiet student, hoping to earn a degree and make a decent living as a licensed wizard. But when a classmate's jealousy entangles her in demonic magic and transformations, Aileen is catapulted into the adventure of her life.

SELKIE for Kindle

SELKIE for other E-Readers and the PC

I also work as a freelance writers (typically ghost writing novels, stories, articles, academic papers, resumes, and so on for clients) and a freelance illustrator (specializing in character and story illustrations, and lately book covers) so if anyone need something like that feel free to contact me at plucas1@hotmail.com

Anyway, hopefully things have calmed down enough that I can more fully turn my attention back to Orbital Vector like it deserves. For every one who commented or emailed me with their support and concern during my down time from the site, thank you!

P.S. I will also address some of the broken links that have been pointed out to me recently.

Saturday, December 17, 2011

Website and Blog Are Still Alive!

...Just on a bit of a hiatus, at least until 2012.

I am very sorry I haven't been updating either like I used to, and in fact there's been a six month gap since I put up any new articles. The reason for that is rather straightforward: I have been very busy.

Orbital Vector, both the blog and the main site, are a one-man operation. And that one man (myself) has found himself in rather stressful financial straits. IN this day and age, that should come as no surprise, as there's a lot of that going around. That has meant doing a lot more work to just keep myself afloat. Since OV is more or less a hobby, making just enough from its ads to pay for its own hosting with little to no profit for its creator, its one of several things I've had to let slide for now just to make ends meet.

Some people have sent in donations through the button on the main site's front page, and for that I'm very grateful. I do plan on easing back into updating the site and blog regularly early next year, when (hopefully) work in other areas ease up for me.

OV is more or less an informational database, so hopefully even without regular updates people are finding it useful and educational, and the blog here fun and throught provoking. Hopefully you'll be seeing more on here soon!

Friday, April 29, 2011

The Habitat Gap

The big news going around the space community recently is that China recently announced plans to construct and orbit a 60-ton, multiple-module space station by 2020 (pictured above.) You can find more details of it HERE on physorg.com's website. See also the original source HERE from the China Daily website.

I can do nothing but applaud this development. I know according to some people, China is supposed to be the US's big bad rival in the next decade, but any nation or organization that helps to expand on humanity's presence in the daunting frontier of space should be welcomed and encouraged.

The station itself, called 'Tiangong' (translated as 'heavenly palace') for now, will be composed of a main habitat module and two laboratory modules. It will be attended by a dedicated cargo ship and be designed to dock with Chinese space capsules. Though more modest than the ISS, it is definitely a step in the right direction for China's fledgling manned space program.

For the longest time, people pushing for human space exploration beyond Low Earth Orbit have focused almost exclusively on propulsion technologies. I think in some ways that has proven a mistake.

As I've stated a number of times on this blog, the development of long-enduring space habitats is as vital as advanced propulsion if we ever want to create a real human presence off Earth. And the way to do that is to actually live and work for long periods in space to determine which systems and techniques work best. That's what the project that eventually became the ISS was originally all about, but somehow people always end up whining (such as in the PHYSORG.com article's comment section) that the ISS "isn't going anywhere" or "isn't giving a valuable scientific return." It was never supposed to. It was originally supposed to be a testbed for humans living and working in space.

Some people seem to have the idea that all we have to do is strap a huge rocket onto an Apollo capsule and just like that we can zoom off to Mars. But even if NASA's advanced propulsion projects achieve all their goals flawlessly, future astronauts are still going to have to consign themselves to voyages of months or years once past the Earth-Moon system. Cramped, skimpy metal cans like current space capsules simply will not be able to keep human explorers safe and productive for such immense journeys, especially in an environment as hostile as space.

For those impatient to travel into the greater Solar System, one has to come to terms with the fact that improved propulsion technology like VASIMR alone is not enough. You also need space habitats that can keep a human crew healthy and in working shape for the entire voyage, and that's far, far more complex and tricky than most people surmise. In order to develop such habitats, we need the experience that space stations can provide us. Perhaps if more people had understood this and had not tried so hard to roadblock the ISS program in its various incarnations over the years, we might have already had human explorers on the way to other planets.

I have the feeling that future interplanetary spacecraft will end up looking much more like MIR or the ISS than the souped-up space capsules than many dreamers seem to envision. Or perhaps even like China's newly proposed Tiangong station, at a minimum. When you're out in the deeps of interplanetary space, on the longest journey by several orders of magnitude that any human has ever undertaken, what kind of ship would you rather have? A large one with the redundancy of systems and space to handle emergencies, or a cramped one that will tank if any one of several dozen life support systems fail?

NASA's proposed Nautilus-X, basically a mobile ISS, is definitely where things should be leading to by the 2020s. It would be relatively slow compared to some visions of interplanetary flight, but it definitely would be the best bet for getting a human crew alive and healthy to its destination. And the only way we can ever build such a craft successfully is through the data and experience we can collect through operating space stations. The public has to get past the notion that space stations are just hunks of metal orbiting in the sky, and understand that they are in truth our gateways to the heavens.

Thursday, February 24, 2011

NASA's Exploration Mothership

(First a quick apology for lack of updates lately, both here and on the main site. I've been caught up in that whole 'earning a living' thing lately and that's been sapping time away from OV. Hopefully things will calm down soon.)

Its big. Its ugly. Its as graceful as a swan glued to an anvil.

I love it.

Its NASA's proposed Nautilus X ("Non-Atmospheric Universal Transport Intended for Lengthy United States eXploration"), an idea put forth by the NASA Technology Applications Assessment Team at the Johnson Space Center in Houston, Texas. You can read more about the details in THIS recent Discovery.com Blog.

Basically, it replicates ISS in over all design using cheaper components, attaches rockets and more up-to-date supplementary systems, and sends it cruising on long-term missions. Proponents say that it could be built for $4 billion dollars and be ready by 2020. Realistically, we know that all initial budget and time estimates are significantly low-balled, so let's say it would really cost 3 times that ($12 billion) and would take as long to build and assemble as the ISS, which means 15-20 years with an earliest launch date of say, 2025.

It would still be more than worth it, in my opinion.

This is EXACTLY the approach to long-range manned exploration we should be focusing on. A larger robust, customizable, reusable habitat that can use reasonable propulsion technologies. This is in contrast to the super-compact vehicles where most of the emphasis is on the engine rather than what keeps the astronauts alive and healthy. The idea behind the latter is that if you can get astronauts to and from their destination sufficiently fast enough, you needn't bother with advanced habitat systems.

But the reality of both the vast distances in space, as well as our own near-future technological limitations (no warp drives or antimatter rockets any time soon. Sadly,) would seem to dictate the former approach. We HAVE to get used to the idea that if you want to go anywhere interesting beyond the Earth-Moon system, you're going to be spending a long time getting there. And that's just for manned exploration. Trying for economic exploitation such as construction or mining will require even more capable long-term mobile habitats.

Astronauts in these situations don't need cramp capsules attached to gigantic rockets, as many deep space proposals have posited, such as those to send astronauts to an asteroid or even to Mars in nothing more than two linked Orion capsules. They need actual ships that they can properly live and work on for months at a time. If you were trying to cross the Atlantic, it wouldn't matter how big a motor you attached to a canoe, because in the end it would still be a canoe, and poorly designed to handle the rigors of transoceanic travel. But if you had a big enough ship, travelling slower wouldn't be that big a deal, and you would be much better prepared to handle unforeseen circumstances.

This analogy I think very much applies to space travel, and why an idea like the Nautilus X is a big step forward. If we want to go back to the Moon, to an asteroid, even beyond to Mars or Venus, having an actual reusable ship that can do all that in succession makes more sense than building a new ship for each task. Plus the Nautilus is designed to be modular, and can be modified and updated through it operational lifetime.

But whether anyone at NASA will take the Nautilus-X seriously and moved forward with it is another matter. The space community is nothing if not traditionalist and slow to change, not only in their methods but in their modes of thinking about space exploration in general. Let's hope that won't be the case this time.

Monday, January 24, 2011

NASA's Solar Sail Makes Saving Throw, Orbits Earth

NASA had some amazingly good luck recently as its NanoSail-D spacecraft spontaneously came unstuck from its mother satellite and unfurled its solar sail. It has since been orbiting Earth. For the full story, go HERE to read the full article on NASA's science page.

Earlier in January, a defective spring aboard the FASTSAT mothership had prevented the NanoSail-D from separating from it. For reasons still unknown, however, it spontaneously launched itself free on January 17th. On January 20th, the spacecraft unfurled its solar sail, only the second such to be deployed in space after Japan's IKAROS probe last year, and the mission is now proceeding as scientists had hoped.

NASA has often caught a lot of bad luck in the past on too many missions, so its nice to see them catch some good luck for a change, especially in testing a technology that could be very vital to a number of future space efforts.

(Plus for those who didn't spend (mis-spend?) many hours of their youth playing tabletop RPGs, a 'saving throw' refers to a D&D trope where a character has to avoid a bad outcome by a literal roll of the dice.)

Saturday, January 8, 2011

The Exoplanet Atlas

Wired recently put out THIS great graphic that illustrates in a layman-friendly way a lot of facts about the most interesting known exoplanets. Relatively sizes, distances, and temperatures, plus a quick primer on how exoplanets are discovered.

Exoplanets is one of the most exciting fields of astronomical study, and the one that may have the most long-range benefits. In terms of not only possibly finding other Earth-like worlds and alien life, but in more fully understanding the genesis and development of our own solar system. Plus of course there's the possibility, many centuries from now, our descendants may be visiting or perhaps even living on or around these far-off planets.

Anyway, check out the graphic!

Thursday, December 9, 2010

SpaceX's Big Step

The Space Exploration Technologies Corporation, much more widely known by its abbreviated moniker SpaceX, reached a major milestone on December 8th: it launched, orbited, and recovered its unmanned Dragon capsule in its first full test flight. More details can be found in THIS linked article at the DISCOVERY magazine website.

This is significant as its the first private company to achieve this feat--successfully recovering an orbital spacecraft. This paves the way for it to make unmanned cargo runs to the Space Station and for the Dragon design to maybe eventually carry astronauts to Earth orbit as well. Here's hoping for their continued success in the future!

Thursday, December 2, 2010

I For One Welcome Our New Arsenic-Loving Microbial Overlords

The big news going around scientific circles is the GFAJ-1 strain of bacteria discovered at Mono Lake in California. It was artificially manipulated into accepting arsenic as a substitute for phosphorus. A much more detailed write-up on the development can be found IN THIS DISCOVERY MAGAZINE BLOG.

While the discovery is not as world-shaking as some sources have hyped it, it is still huge. This strain of bacteria is doing something no other lifeform has ever been seen doing: using am element besides phosphorus for its driving energy. It hints at just how life can evolve and adapt to extreme conditions beyond anything we previously thought possible. As many others have pointed out, this indicates that extraterrestrial life, if ever found, could take radically different forms than we've previously assumed (outside of science fiction, of course.)

Anyway, I'll be following developments of this story with interest; its easily the biggest discovery at the frontiers of biology since the extremophiles found at volcanic vents at the ocean floor.

Sunday, November 14, 2010

Proposal: Convert Abandoned Deep Water Oil Platforms Into OTEC Energy Islands

I know I'm hardly the first to propose this; studies for it go back to at least the early 1990s. However, in the wake of the BP oil disaster in the Gulf of Mexico and deep water drilling technology still fresh in the public's mind, this may be the most receptive environment for this idea in many years, even with the current economic turmoil.

OTEC stands for Ocean Thermal Energy Conversion. More information on the technology can be found HERE. Basically, it uses large differences in temperatures between surface water and the sea depths to drive a working fluid such as ammonia to turn electric turbines. A full-scale OTEC plant is estimated to be able to produce up to 250 megawatts under optimal conditions, about a quarter of the average fossil-fuel power plant. The technology is still officially in development, but seems poised to becoming a fully viable power generation resource in the near future.

When an oil drilling platform runs dry, its usually a fairly costly procedure to decommission and dismantle the platform itself. This is especially true of deep water rigs, and usually just the structures near the surface are removed.

One the biggest cost headaches in producing practical OTEC plants is the building and establishment of deep water platforms. Ideally these are envisioned as expansive, consolidated 'energy islands' that would combine OTEC with other types of power production, such as solar, wind, tidal, and wave generators. However, OTEC is always envisioned as the heavy lifter, producing three times as much as those other types of generators combined. So having an energy island with just an OTEC generator would still be potentially profitable. The only real limiting factor (for the US, at least) is that OTEC generators must be located in waters that are relatively warm year round, which for the US would mean the Gulf of Mexico and the waters off of Florida and Hawaii.

The proposal is straightforward: as deep water rigs have their wells run dry and are decommissioned, instead of spending money to have it dismantled, they can be sold or leased to alternative energy interests for conversion into OTEC facilities. This would mitigate one of the biggest upfront costs of an OTEC plant--creating the deep-ocean platform necessary for the technology to work. Major investment would still be necessary, especially laying the long power cables needed to transfer the current to shore along the seabed. However, once set up, the OTEC facility could produce power indefinitely, long beyond the handful of years the drilling platform would produce crude oil.

OTEC technology has proven itself experimentally and could be fully commercially developed in the near term with enough investment. But the biggest roadblock to this idea may be political rather than technical or economic. The large oil and energy companies that build the drilling platforms have traditionally been hostile to alternate energy technologies and may not want to give a promising new source of power for fear of the competition, even if they may mean additional revenue in place of a tapped out well.

I always thought this was a foolish and short-sighted position. The transition to renewable, alternative forms of energy is already underway, and while fossil fuels will be part of the energy landscape for many decades yet, their dominance will slowly fade. Rather than trying to block alternatives and only delaying the inevitable, the big energy companies should start wholly investing them, and get ahead of the curve. This way, they will not only be helping society through a very necessary and beneficial transition, they will ensure their own long-term solvency by adapting themselves to the changing technological landscape.

Monday, September 13, 2010

The Battle Of Hoth Unlimited, Part Two

The first part can be found HERE. Please refer to Part One for the various rules and assumptions we're using for these scenarios. And remember, this is my opinion only, and this is purely for fun!

In Part One, we took a look at the more low tech forces, namely the Xenomorphs, the Zerg, the modern US Military, and Stargate Command. With one exception, the Empire emerged triumphant. However, as we move on to more high-tech combatants, the resistance starts getting much stiffer as the Empire begins dealing with foes with are much closer to being their technological peers.

PANDORAN MILITIA

Source: Avatar

Tech Level: 14-15

In the movie, the Na’vi were able to best the human forces through a series of specialized circumstances, such as a sensor-scrambling electromagnetic field and an apparently sentient biosphere. Those circumstances will not be in play here. Also, in order to fill out the same numbers with the rebels, the militia will be increased from a few hundred as shown in the movie to 2000 total troops.

The mercenary forces on Pandora are mostly supplied with what their society views as cheap, second-rate cast-off equipment or what the colonist were able to manufacture on-site with their limited facilities. Since we don’t get a chance to see what the top-of-the-line gear back on Earth is like, we have to go only with what's shown in the movie.

Composed almost entirely of ex-soldiers from a future Earth that is as ravaged by war as the modern-day version, the militia here has a very strong core of experienced veterans, and they seemed to be highly motivated (their corporate employers were obviously paying them well.) In addition, they faced off regularly against an extremely hostile array of hard-to-kill fauna, and its almost certain that they have armor-piercing rounds and advanced personal armor at least equal to what the SGC employed in the last match-up. Thus, soldier-to-soldier, they have a definitive advantage over the snowtroopers with their superior rates of fire.

In place of the snowspeeders the Pandoran militia will have nine Scorpion rotary-blade gunships, which are armed with 50-caliber rotary guns and missile pods. We don't really see any stationary point defense weapons in the movie, so they'll have instead the AMP mecha walkers, which are armed with 30mm autocannons and three-foot “knives.”

Like with the normal US Military scenario in Part One, sorties of the Scorpion gunships are sent to take care of the AT-ATs. Unlike them, however, the Scorpions with their much higher-tech targeting systems should be able to hit the walkers’ individual moving legs more easily. Concentrated missile fire would eventually start bringing the walkers down. In the end, Scorpions can probably bring down one third to one half of the AT-ATs, though they themselves will probably suffer heavy casualties from concentrated ground fire.

The AMPs vs the AT-STs would be an interesting match-up. Both are very maneuverable robotic walker units, though the AT-ST probably has the edge in size, armor and firepower, while the AMP would have a superior rate of fire and versatility.

So, on balance, the Pandoran Militia can almost evenly match the Imperials unit-to-unit, lacking only heavy armor vehicles that can directly match the AT-ATs. But then, the Rebels in the original movie didn’t have the latter either.

RESULT: Marginal Victory for the Rebels. Despite their higher tech advantages over the modern day US army and the SGC, the Imperials’ numbers still do Pandoran Militia in. Like with the Rebels, they’re able to hold off the enemy so that all the transport ships make it off planet, but only just barely before the Imperials smash their defensive line and destroy the power generators. Casualties suffered will also probably be similar to that of the Rebels as well.

TERMINATORS

Source: The Terminator Movies

Tech Level: 14-15

These are mostly T-800 models (the kind played by Arnold Schwartzenegger in the movies), with a small smattering of T-1000s mixed in, say one T-1000 for every 200 T-800s, or about 10 total. As we’re leaving off the more obscure Star Wars walker units so as not to confuse casual readers, we’ll do the same with many of the more obscure Terminator models from various sources, and just stick with the two everyone probably knows. The T-800s here are flesh coated, as we’re familiar with seeing them in the movies.

Terminators are a bit inconsistent, tactically. At times they’re extremely clever and subtle. At others, they’re single mindedly dim (as with the T-1000’s “you’re twenty feet away but I must stab you with my pointy arm-knives instead of just grabbing a gun and shooting you” strategy in T2.) Since we’re dispensing with Plot-Induced Stupidity (PIS) for these match-ups, we’ll stick with the Terminators able to use smart tactics and subtlety.

In their future, Terminators use advanced, high-caliber firearms with very high rates of fire and ammo capacity. They probably fall somewhere between the capabilities of modern firearms and the high-tech armor-piercing ammunition used by the SGC and the Pandoran Militia. The human resistance was very wily, but was usually not heavily armored. It will probably take more than one shot for a Terminator to bring down a snowtrooper.

It should also be mentioned that Terminators are extremely efficient crack shots (except when aiming at the hero/heroine, of course, but that can be considered PIS.) They will have a much higher rate of hitting their targets, even at long ranges, than any mere human troops. So though their weapons do not have the penetration to take out the snowtroopers with one shot, their inhuman accuracy will more than make up for this deficiency.

The Terminators also luck out in that their coatings of human flesh in a way serve as additional armor for themselves. Since blasters deliver most of their damage as heat, when they hit the outer layer of flesh, it will explode in a messy shower of sparks, steam, and viscera, but leave the robotic chassis underneath largely untouched.

Their endoskeletons, made from an advanced uber-alloy and designed to be extremely tough and bullet proof, could probably also survive a half dozen or so direct blaster hits before the unit goes down. This combined with their flesh ‘armor’ makes the T-800s extremely tough to kill compared to the snowtroopers, though concentrated fire or one or two solid shots to the head will probably do the trick. If the Empire had to rely on just its infantry in this battle, they would likely be completely routed despite their numerical superiority.

Ironically, the usually much more fearsome T-1000s are much more vulnerable to heat damage, so a single blaster hit would disrupt the workings of a T-1000 for at least several seconds, and repeated hits would wear away at its structure until there was too little left to be effective (they supposedly become less intelligent the more mass they lose.) So they’d likely hang back for now.

At first, the enemy’s seeming high resistance to blaster fire would seriously unnerve the snowtroopers. But as soon as they see the metal endoskeletons underneath, cries of ‘they’re just freaking droids!’ would go up through the ranks. Even though these are very tough and deadly units, robots are so ubiquitous in the Empire that the fear-inducing psychological advantage Terminators usually have over human foes would not be present here. Given that droids are a lowly slave class in the Empire, many of the troopers might actually be incensed that these ‘uppity’ mechanicals would dare pretend to be human, and fight back all the fiercer at this affront.

Smart Empire commanders would form up the troops around the AT-STs, to take advantage of the walkers’ heavier firepower to drive wedges through the Terminator’s defensive lines, and let the AT-ATs fully take the lead to give them some cover.

As equivalents to the Rebels snowspeeders, the Terminators have HK-Aerials, the advanced twin-engine air vehicles glimpsed at in most of the movies. These gunships have advanced weapons that include lasers, missiles, and plasma guns, but unfortunately their lasers and plasma guns would be next to useless against the blaster-proof armor. And with the uber-armor the AT-ATs are sporting, it would take quite a bit of concentrated fire from their missiles (which, since they usually fight unarmored humans, probably aren’t that effective against heavy armored units) to affect even the walkers’ leg joints. They have deadly accuracy with these weapons, and can hit the most vulnerable points dead-on almost every time. Even so, at best they may be able to take out a third of the AT-ATs before they become too threatened by concentrated ground fire.

But the AT-ATs may not be safe yet. Seeing that their air units are not faring well, the Terminators may try a different tactic: an organized ground assault on the remaining big walkers. However, this is not just a kamikaze Zerg-like rush. Instead, each group of the T-800s serve as cover for a T-1000, to get them as close to the AT-ATs as possible without damage. Once at the walkers, the T-1000s can make their way up the legs easily, to try and find an egress inside. Any size opening will be enough for them, even if its an inch or less across, and they’re strong enough that they could pull off vent covers and the like (like the one that Luke cut open with his lightsaber.) Once inside the vehicles, the T-1000s make quick work of any crew or troopers there.

Though this tactic will not work on ever AT-AT (the imperials would wise up to it fast), it may take out a significant number of the remaining walkers, slowing the advance.

RESULT: Marginal Rebel Victory. This is the one match-up in these scenarios that seems almost dead even and could go either way easily. The Terminators’ inherent toughness and deadly accuracy make up for their disadvantages in numbers and weapon sophistication. It would come down to how effective the T-1000 gambit with AT-AT walkers would prove. Between the HK-Aerials and the T-1000s, all but one or two of the walkers would probably eventually be taken out. However, that’s all that’s needed to break through the defensive lines and take out the generators. The Imperials are delayed long enough for the transports to get away, and the base will eventually be captured after a long, drawn out fight with the surviving Terminators.

JAFFA

Source: Stargate SG-1 (Gua’uld)

Tech Level: 18

These are the Jaffa as the Gua’uld first employed them in the early seasons of Stargate: SG-1, not the Free Jaffa they evolved into later in the series.

The Gua’uld system lord are the technological peers of Star Wars’ Empire, having many of the same major innovations in place (antigravity, force fields, plasma weapons, etc.) Yet they have failed to take full advantage of what that technology is capable of. And in no place is this more apparent than in their personal guard/ground troops, the Jaffa.

This is not the fault of the Jaffa themselves, who were often shown to have extremely high quality training, morale, and motivation (often deriving from their religious fervor, falsely believing that the aliens they served were real gods.) Rather, their Gua’uld masters succumbed to a number of cultural deficiencies that left them deficient as a fighting force.

The Gua’uld were first and foremost arrogant, having no real rivals in the Milky way Galaxy for thousands of years, save for members of their own kind. They had no reason to develop better tactics. They were technological scavengers, having stolen most of their high technology from other races, and were extremely slow to innovate on their own. And the Jaffa was used also as a police force, and much of their equipment were meant more to terrify a superstitious populace into submission than to serve as practical weapons of war. Those choices will serve the Jaffa poorly here.

The Jaffa’s primary armament is the staff weapon. Two meters long, it can shoot plasma bursts of similar performance and power to a stormtrooper’s blaster, and can double as a quarterstaff-like hand weapon. The Jaffa employ very heavy, highly-stylized armor. However, it also hampers movement and has no internal displays or sensors beyond a simple 'periscope' system that allows them to see normally out of their raised headpieces.

Since the two sides’ weapons are very similar in performance, and a single shot from a staff weapon can take down another armored Jaffa, I think its safe to say that the SW troopers’ weapons will have a similar effect, despite the Jaffa’s thicker-seeming armor. Point-defense weapons will be tripod-mounted plasma weapons seen very occasionally in the series, and in place of the Rebels’ speeders, they have 9 death gliders (unlike the SGC’s modified versions, the original death gliders seemed designed with ground strafing in mind as one of their primary functions.)

Though as individual warriors the Jaffa can be truly exceptional, their grasp of group tactics seem universally abysmal throughout the run of Stargate: SG-1. They will fight fiercely, but not effectively as a unit. So despite their better overall troop quality, their leaders’ inability to grasp effective tactics puts them at a disadvantage as compared to the snowtroopers.

The death gliders run into a problem as well. The armor of the AT-ATs are blaster proof, even in the legs. The weapons on the death gliders, which seem to have similar capabilities, therefore will not be able to much to harm the plodding behemoths.

RESULT: Decisive Victory for the Empire. The Jaffa inflict heavy casualties, but in the end their incoherence as an integrated fighting force and their inability to do much to the Empire’s armored units result in the Empire reaching and destroying the power generators with only moderate delays. A number of transports are caught on the ground, and the base is captured.

THIRD IMPERIUM GROUND FORCES

Source: Traveller RPG

Tech Level: 18

In some ways, the Third Imperium of the Traveller RPG universe is the opposite of the Jaffa. They too are technological peers of Star Wars’ Empire, at Tech Level 18. However, they take far greater advantage of what their technology is capable of than the Empire does, at least as far as their ground military is concerned. The Empire’s technology would probably dominate in space, but on planet surfaces the story would be completely different.

The Third Imperium (TI)is composed of 11,000+ worlds, which actually have a huge variety of Tech Levels spread among them. We’ve already seen what their lower-tech level troops could probably do with other groups using similar technology, such as the Pandoran Militia. Here, we’ll use its highest tech troops at the same Tech Level of the Empire’s.

The most significant advantage for the average TI trooper is being equipped with powered battle armor, similar in many ways to the armors used in the novel Starship Troopers by Robert Heinlein. With Star Wars’s very advanced robotics, its surprising that this technology seems to have been given the short shrift in the Empire. The Third Imperium took full advantage of it, however. These powered battle armors are superior to stormtrooper armor in every way. They allow full range of movement, enhance the user’s strength, and is equipped with an advanced sensor suite (IR, radar, light enhancement, telescopic, etc) and holographic helmet displays.

Also standard equipment are grav belts, which allow the Third Imperium trooper to actually fly and maneuver in the air for short periods of time if necessary. Most often, though, they’re used for simple ‘jumps’ to gain a lot of ground in a hurry. Advanced anti gravity is something often seen in the Empire, but apparently is never used outside of vehicles and spaceships and other specialized applications.

Their standard weapon is the PGMPs, or Plasma Gun Man Portable. They use the same operating principle as the snowtroopers’ blasters, but are ginned up into much more devastating weapons. The bolts travel far faster (equivalent of high speed bullets vs. the fast ball pitches of the SW blasters) and are much hotter (at least ten thousands degrees.) They have ranges of several kilometers, are equipped with advanced targeting scopes, and often have attached underslung grenade launchers. The armor the Traveller forces wear are actually designed to withstand at least one shot by PGMPs, meaning the weaker blaster rifles used by the snowtroopers will only do minimal damage. The heavier blasters of the AT-STs or the AT-Ats would be needed to take out a TI trooper in a single shot.

What this means is that the average Third Imperium high-tech trooper is more than a match for quite a number of Empire snowtroopers. Concentrated blaster fire could take down an armored Third Imperium trooper, but given the greater range and power of the PGMPs it seems unlikely that any will come close enough for that to happen, even with the Empire’s greater numbers.

Point defense weapons would be heavy fusion guns mounted on tripods, which have ranges of several kilometers and advanced targeting systems. Fusion guns are similar to plasma guns, except they contain their plasma in their compressed magnetic bottle long enough for a fusion process to begin, greatly increasing the amount of heat/energy the bolt has (at least 200,000 plus degrees) when finally released. Though the AT-ATs are ‘blaster proof’, these weapons would seriously put that to the test. An AT-AT could maybe survive one hit, but two or three or more in rapid succession would likely take it down.

If all this wasn’t bad enough, the snow speeder equivalents used here are the mainstay of Third Imperium high-tech armor units, the Trepida (short for Trepidation) grav tank. These are about the same size as a modern M-1 Abrams tank, but are truly monstrous weapon systems. For the first time in these scenarios, the AT-ATs meet their match in a heavy armor unit.

As a grav tank, the Trepidas use advanced anti gravity technology and are more maneuverable than modern day attack helicopters, as well as being capable of achieving transonic speeds if needed. They are equipped with the best sensors and targeting systems of their tech level, and are powered by long-enduring fusion generators.

The tank, in Third Imperium currency, costs a little over 81 million credits to build. 79 million of that is spent just on its gun, a rapid-fire heavy fusion gun with a range of many kilometers. Plus the tank is designed to take shots from other Trepidas, at least along its very heavily armored forward arc, and could withstand fire for a time from even the AT-ATs’ heavy blasters.

Ton for ton, they are just as tough as the AT-ATs, but are far more maneuverable and mount a far more versatile and devastating main weapon. In most circumstances a Trepida would make very short work of any AT-AT and barely get a scratch. And once the Trepida’s are done with the heavy walkers, they turn their fusion firepower on the AT-STs and snowtrooper lines.

RESULTS: Decisive Rebel Victory. A complete route of the Empire forces. As soon as the assault is spotted, all nine Trepida grav tanks pop up and smash the Empire’s armor units and advancing lines with a long-range rapid-fire barrage of star-hot fusion fire. The rapid-fire main tank guns overwhelm the blaster-proof armor of the AT-ATs and the walkers are slagged in short order. The powered armor troopers are used mainly for clean up. The battle lasts less than a minute, and the Empire forces never come within a kilometer of the base.

STARFLEET PERSONNEL

Source: Star Trek (DS9 era)

Tech Level: 21/22

Once we get past the Empire’s Tech Level of 18, the battles with other science fiction forces become more and more one-sided. The results of the imperial forces facing off against, say, 2000 Ringworld-Era Kzinti or 2000 Daleks should be pretty obvious (though admittedly they might still be cool spectacles to watch.) However, given the traditional (and on many levels silly) rivalry between the two fandoms, there’s one we really have to address: Star Trek’s Federation and its Starfleet Personnel.

At the beginning of these scenarios, we dispensed with Plot-Induced Stupidity (PIS), and Star Trek is by far one of the worst purveyors of it. In fact, its creators have even stated that they purposely dumb down some parts of the show to keep it accessible from week to week to the casual, non-scifi viewer. The crews conveniently forget about the supertechnology they tripped across or invented just the week before, the transporters fail if someone sneezes too hard, and they ignore the fact their weapons have ranges of hundreds of thousands of miles and trade shots with other ships at eyeball range.

However, when we remove PIS, it quickly becomes obvious just how powerful Star Trek technology can be, and how potentially terrifying it could prove to be on the wrong end of it. The DS9 era is chosen here because that’s the series of the show that portrayed the most ground combat.

Starfleet crews are very high quality troops. They’re highly motivated, trained, and disciplined, chosen only from the best and brightest of the Federation. Though humanitarian and often compassionate, Starfleet personnel will kill if necessary, and that will be the case here. Dispensing with the Redshirt-Ricky-Gets-Eaten-By-The-Monster-Of-The-Week PIS, its very easy to see how formidable opponents they can be, even if the Tech Level was even.

But its not. The plasma guns and fusion guns fielded by the Third Imperium troops in the last scenario were very impressive and devastating. But phasers, even the humble Type II hand phasers from the original series, are even more so.

With enough power in its cells to apparently nuke a starship if set on overload, these weapons are amazingly versatile, both in use and power. Their fire modes range from single shot, continuous beam, wide beam, and autofire. Their power can be set to simply disrupt someone’s nervous system (stun), to deliver energy blasts that can superheat a substance or make it explode, to full-on nuclear disintegration. Each is capable of firing thousands of killing shots (less if used on its very high settings) before its cells run dry, and the weapons have ranges of thousands of meters.

Its been pointed out that phasers are ergonomically poorly designed, and that’s true. But then, I’ve seen people in arcades blasting around those weird looking plastic weapons that shooter games have and become amazing crack shots with them. The phaser, very lightweight with no recoil, would handle very similarly to them. So a cylindrical handle, ‘dustbuster’ configuration, or lack of iron sights will not prevent a person properly trained with them from being able to hit their targets.

Their power as hand weapons are pretty hard to deny. I remember reading once that on its highest setting, a hand phaser could disintegrate over 400 cubic feet of matter. The composition of the target wouldn’t matter (and hence most armor, even the ‘blaster proof’ type, would be useless) because it’s a chain reaction taking place in the target’s atomic nuclei.

Being able to disintegrate the snowtroopers or some of the armor units in a single shot would be no laughing matter to the other side. It would be terrifying, and almost as bad for snowtrooper morale as facing the Zerg.

Of course chances are the Starfleet personnel would just use killing settings on the snowtroopers, and save the disintegration for the AT-STs, or the AT-ATs’ leg joints. In the original series episode ‘The Omega Glory’, the Mad Captain Of The Week described how he and a handful of other men, armed with just hand phasers, killed many thousands of natives in a single battle. Having much longer ranges, power, and endurance than the snowtroopers’ blasters, they would be able to accomplish the same thing here. One can imagine setting the phasers on continuous beam set to kill, and just sweeping them back and forth over the approaching troopers. Now repeat for 2000 or so defenders. In most ground battles in the various series, the first thing any combatant does when the phasers start firing is head for cover. Out in the open in the snowy wasteland, the snowtroopers won't have that option.

With tricorders, the Starfleet crews could also pinpoint the power sources of each of the armor units, and may elect to just use concentrated fire to take them out instead of destroying the whole vehicle.

The Star Trek universe mostly lacks tactical point defense weapons and armored land vehicles; it could be that ubiquitous disintegration weapons and teleportation rendered these obsolete. The only traditional-looking tactical weapon I ever recall seeing on the show was the photon grenade mortar from the original series episode ‘Arena’, and they seemed to have mini-nuke-level explosive yield (a distance of 1200 yards to the target was cited as being kind of too close to safely use one of those things, and they dived for cover as soon as it was launched.) Even if the Starfleet side does have these, they likely won’t use them in this battle, as the blasts could collapse the underground base.

Instead of snowspeeder equivalents, we’ll instead allow the Starfleet side to have their preferred mode of on-planet travel—a six-person transporter room and the sensors and power source needed to make them work for at least the breadth of the battlefield. This allows the Starfleet side to use a very unusual tactic in taking out the Imperials’ armored vehicle—they simply beam the crews off of them. The blaster-proof armor would likely be no hinderance, anymore than starship hulls are in the Star Trek series. In fact, this would probably be their preferred tactic, as it would be the most humanitarian way to deal with the enemy, at least with the AT-ATs and the AT-STs. They could also teleport away vital parts of the walkers, such as the pins holing the knee joints together or some vital power conduit or something similar.

To the troopers and Imperial commanders, the walker units would just slowly grind to a halt, and just stand there silently. Some of the AT-STs may fall over. The commanders on the ground halt the advance to investigate, and discover the crews and troops on board have literally vanished. Their men now thoroughly unnerved, they will have a hard time getting the advance to move forward again, even if they have replacement crews for the vehicles readily available. (But of course those would just end up vanishing as well a few minutes later)

If the Federation personnel really wanted to play mind games, they could also beam away the commanders as well at that point. The trooopers, who have never seen teleportation before but may have seen some of their fellows disintegrated a few minutes ago, may conclude that their commanders were simply wiped out of existence by some unknown weapon of terror. Now with no heavy vehicles and no leaders, the spooked snowtroopers do the only sensible thing: break their advance and retreat to get new orders. Using this tactic, its entirely possible the Starfleet personnel could stymie the ground assault with minimal casualties on either side. They would, however, now have several hundred prisoners they would have to deal with, at least until the last transport was away.

Of course, this assumes Starfleet is in their usual nice guy mode. If they wanted to be completely ruthless, they’d just beam the vehicle crews and commanders a mile into the ground, and use the phasers on full disintegration to wipe out every single snowtrooper to the man.

RESULT: Decisive Rebel Victory. Freed from PIS, Starfleet’s technical advantages (especially phasers and transporters) simply prove too overwhelming. Like with the Traveller scenario above, the Imperial troops probably never make it to within a kilometer of the base. A number of Imperial troops are taken prisoner via the transporter. All Rebel transport ships make it off-planet, and the base is never taken.

CONCLUSION

There are many more possible match-ups, and we could go on with probably dozens of different match ups just for the heck of it, but I only wanted to give a representative sample to contrast how ground combat is handled in different science fiction sources. Hope you enjoyed these fun little what-if scenarios.

Friday, September 10, 2010

The Battle Of Hoth Unlimited, Part One


This article started out as a comparison of how different scifi properties portray tactical combat. To spice things up, I decided to pattern this article after a lively forum board debate I read through years ago, by placing said troops into an actual battle scenario from science fiction and see how they would do. For this, I’ve chosen the Battle of Hoth, one of the most famous ground engagements in on-screen science fiction, from The Empire Strikes Back.

The militaries from various sources will be replacing the rebels defending the base, and we’ll see how each will handle the Imperial ground assault. Remember this is my opinion only, and is purely for fun.

THE SCENARIO

The Empire has discovered a major Rebel base on Hoth, a world gripped in a severe ice age and completely covered over in glaciers and snow. The Imperial Fleet arrives in orbit, and the Rebels activate a large shield over the base that prevents orbital bombardment or direct landing of troops. So the Imperials send in a mechanized division outside the field radius to take out the field generator through an old-fashioned ground assault. Their primary objective is to capture and/or destroy the base’s main generators powering the shield, at the center of Rebel-defended territory.

The Rebels attempt to evacuate base, piling everyone they can into ships to run the Imperial blockade in high orbit. While the base is being evacuated, a number of stalwart rebels fight a holding action against the oncoming Imperial troops to give their fellows time to escape.

Because of the overhead shield, neither side can employ any type of high-altitude attack craft or weapon. Like in the movie, the defenders have to hold out as long as they can.

This battle was actually much larger than what was portrayed on screen. The film narrowly followed only the parts of it Luke and the other principles were involved in, but the battle actually involved thousands of troops and the siege taking place on various fronts simultaneously.

VICTORY CONDITIONS:

Rebel Decisive Win: All the transports get away safely, and the Imperials never take the base.

Rebel Marginal Win: All of the transports get away safely, but the Imperials take the base (this was the result in the movie.)

Imperial Marginal Win: The Imperials take the base quickly enough that a good percentage of the transports never make it away.

Imperial Decisive Win: Imperials take the base with hardly any resistance and intercept most of the transports before they leave planet.

THE RULES

Basically, as we switch out the Rebels for various other sci-fi troops, these soldiers will be given any equipment and weapons from their source material that approximate the role of equipment the rebels had. For example, the rebels defending the base had 9 speeders, so the new troops will also have 9 low-altitude attack craft their forces would typically employ, or the closest equivalent they have in their source material. They will also be employed in roughly the same numbers the rebels were.

Also, like the rebels, the new troops will also be well versed in winter warfare tactics and can take advantage of the environment just as well.

A NOTE ON PLOT-INDUCED STUPIDITY

For this scenario, we are jettisoning what’s called Plot-Induced Stupidity (PIS.) A term that’s become popular with fans of various stripes online, PIS is when characters act outrightly idiotic against common logic, or when events in the story take a badly contrived turn, in order to move the plot along. Some rather famous examples include elite Imperial Stormtroopers in Return of the Jedi being routed by stone-age teddy bears, or some convenient glitch in Star Trek that prevents the crew from using their transporter at a critical moment.

So for this article, PIS is dispensed with across the board for attackers and defenders both. All equipment will work the way it is supposed to, and all troopers involved on both sides will act competently and use smart tactics wherever appropriate.

THE IMPERIAL FORCES

First, let’s take a look at the attacking force.

The Imperials are at about Tech Level 18, meaning they’re a fairly typical space-opera civilization technologically. They do not always employ equipment that takes full advantage of their society’s technical sophistication (why employ clumsy walker units when they have extremely versatile anti-grav technology?), but what they lack in sophistication they usually make up for in ruthlessness and sheer numbers. The Imperials’ favored military tactic usually involves head-on confrontation with overwhelming force. Subtleties and scheming is usually left to the Sith overlords and their pet generals.

In this scenario, they are employing (at least according to the Wikipedia article on the Battle for Hoth) 9 AT-AT walkers, various smaller walker units (AT-ST units,) and a division of Stormtroopers specifically trained and outfitted for winter conditions. Total Imperial ground troop strength is around 12,000 personnel. Other types of combat walkers are mentioned in EU sources, but they’ll be left off here. We don’t want to confuse casual readers too much, so we’re just going to stick mostly to the types of units seen onscreen in the movie. The walker units advance ahead of the main bodies of foot soldiers, in order to use their superior armor and weapons to smash through the gathered Rebel defenses. Of course, the AT-ATs are carrying a fair number of troops as well.

The Stormtroopers have full-body armor designed to be impact resistant and thermally insulated. The helmets have a full radio suite and a heads-up display with several limited sensor capabilities, such as infrared. The armor, however, does limit movement somewhat, and the helmets severely limit real world vision. This means that if the HUD goes down, the trooper will only have a narrow field of vision unless he removes his helmet.

Their primary weapons are “blasters,” which seem to be low-velocity plasma weapons; basically the weapons superheat a compressed volume of gas into a plasma state then release it as a magnetically-focused bolt. Despite doing potentially impressive heat damage, the Imperial versions seem to travel at low speeds (equivalent to a baseball fastball pitch) and have limited penetration capabilities. On the plus side, though, they are very long-enduring (we never see a Stormtrooper who has to stop to reload), have good effective ranges, and are very rugged.

The Imperial armies do seem to have a troop quality issue that goes beyond the keystone-kop-like PIS we see sometimes. Many don’t seem well motivated or well trained, at least compared to many modern real-world militaries. The Imperials, at least in the movies, depend less on elite, skilled soldiers and much more on raw numbers. The troopers that were involved on Hoth seemed better than most seen throughout the series, but general troop quality is still something that must be taken into consideration.

The quality of the commanding officers (excluding Vader and a few others) seems to be exceptionally dismal. They’re usually portrayed as barely competent and haughty, basically over-promoted bureaucrats more interested in sucking up to their superiors than in actually getting their jobs done right.

And there’s no getting around the most glaring problem with the Imperial forces in this scenario: the AT-AT walkers. They are one of the most impractically designed ground military vehicles ever put on screen. They’re basically slow moving, top-heavy, walking targets. Though they do look very neat (which is probably all the film makers were primarily concerned about) in most ‘realistic’ engagements they’d be more a liability than an asset.

The good is that they’re very heavily armored; Luke even states they’re blaster-proof. The bad--the very bad--is that this chassis is balanced high atop of four very tall, very vulnerable legs. If the vehicle falls, it can’t right itself, and it also seems like heavily uneven terrain could seriously stymie it. Still, the AT-ATs also carry some impressive firepower in the form of forward-mounted heavy blasters. In fact, if the AT-ATs can somehow make it to the defensive perimeter, their heavy firepower is usually assured to bring down any defenses there.

The AT-STs are much better suited for this kind of fight. Though they are also a bit top-heavy for their size, they make up for it by being speedy and maneuverable. Though they seemed underused in the movie, in truth they would be highly effective in hit and run tactics and in infantry-support roles. In a more realistic scenario, they, not the AT-ATs, would prove to be the key weapon system that would allow the Imperials to capture the base.

In summary, the Imperials represent a formidable invasion force, though they do have some weaknesses foes may be able to take advantage of.

THE DEFENDERS

In the movie, the base is defended by about 2000 rebel infantry (making them outnumbered by about six to one). Besides the aforementioned nine attack speeders, they also had various hard point defense turrets at strategic locations and minor vehicles and mounts (tauntauns) to move troops and supplies around. The various new defenders will be given their source-material tactical equivalents of these.

In the movie, the rebels suffered devastating losses; well over a thousand defenders were killed and just as many captured or MIA. We’ll see who can do better, and who can do worse. As per OV tradition, we’ll take the defending forces from lowest tech and work our way up you the highest tech troops.

XENOMORPHS

Source: The Aliens movies

Tech Level: 0

The xenomorphs have no technology per se, so its basically just them naked against the invaders, about two thousand strong, positioned in clusters throughout the base, with a Queen and two dozen eggs/facehuggers for every 200 drones or so.

At first, out in the open, the Imperials do very well. With their far superior numbers and firepower, they have no trouble picking off any groups of drones sent out to attack them. The Imperials will have little trouble reaching the base proper or getting to the power generators.

But, as anyone who’s ever seen the Aliens movies can guess, once they actually begin moving into the base itself is when the horror show really begins.

The aliens are very good at stealth, hiding in relatively small spaces, and executing hit-and run ambush tactics. Plus they do not show up on infrared scans. The stormtroopers will be seriously stymied at first, but will likely adjust their tactics once they discover what they’re up against. They do have the advantage of numbers, plus their armor provides them with at least some protection from the xenomorphs’ violent physical attacks and acid blood. Sweeping through the base slowly but cautiously in large groups, they’re likely to take horrific losses, but will eventually make their way through to the field generator.

RESULTS: Imperial Decisive Victory. The Imperials will eventually capture the base, but in the process will lose at least several hundred troops, much more than against the original Rebels. The increased amount of time the Imperials spend capturing the base itself is made up for in a far more speedier traversing of ground from their drop points, allowing them to blow the generators much earlier than in the movie and intercept many rebel transports.


THE ZERG

Source: Starcraft

Tech Level: 0

Purely biological, the Zerg have no technology per se.

As we made a point of jettisoning PIS, we’ll also do the same in this case with GIS—Game Induced Stupidity. Some odd, and even non-sensical, abstractions were necessary in the Starcraft game in order to make the product playable and fun. Soldiers with rifles shooting down battleship-sized starships, producing entire armies with blue crystals and green gas, hatching tank-sized critters in under five minutes, and so on. The games’ narrative, visuals, and cut scenes will be used for a more ‘realistic’ version of the Zerg we’ll use here.

Because of the overhead shield, the Zerg will likely not bother with many air units, excepting Overlords. Instead, the Cerebrate in charge of defense will produce huge amounts of Zerlings and Hydralisks, along with nine Ultralisks to equal the Rebels’ snowspeeders. Point defenses around and within the base will be Sunken Colonies or burrowed Defilers.

Like the Imperials, the Zerg’s favorite tactic is a frontal assault with overwhelming numbers. And that’s exactly what they’ll do; organize three direct assaults on the three AT-AT groups to take down what they see as the most obvious threat right away. Each assault group would likely consist of one hundred to several hundred zerglings and hydralisks to assist three ultralisks.

The problem for the Imperials here is that individual Zerg are much tougher physically than any rebel or even xenomorph. As seen in cut scenes in the game, even the zerglings, the least of the Zerg, can withstand full autofire from Terran gauss guns for a short time. The blasters the troopers are armed with do not have the rate of fire nor the penetration capability of guass guns, and the hydralisks and ultralisks in the attack force are considerably tougher than the zerglings. Though concentrated fire will eventually bring the critters down, it will take a substantial amount.

Seeing several hundred of these monstrous creatures stampeding directly at them, shrugging off most weapons fire, is sure to rattle even the most seasoned soldier. But even with their superior size and toughness, the ultralisks will likely fall fairly quickly, as they would draw the most fire immediately.

But even with the behemoths out of the picture, the AT-AT walkers will likely be doomed, as they learn first hand the meaning of the term “zerg rush.” Zerglings and hydralisks swarm the vehicles dozens strongs, ripping apart their metal legs and tearing them down. Then the survivors turn their fury on the troops and smaller combat walkers, with very messy results for the Imperials. The troopers would eventually prevail from their superior numbers, but would be badly battered and demoralized from these initial assaults.

But once they reach the base perimeter, new horrors await them, in the form of sunken colonies and Defilers heaping Plague attacks on them, plus whatever ground forces the Zerg may have held in reserve. Here, unfortunately, is where the Imperial assault breaks like a wave against a dam. Already badly battered by the initial assaults, the troopers’ thin morale disintegrates as fifty-foot tendril-tongues erupt from under the snow to impale and crush them without warning, they’re continually gassed and horribly weakened by the Defilers, and the troopers who get too close to the battlements are ripped to shreds from Zerglings or hit with bolts of acid from Hydralisks.

RESULT: Rebel Decisive Victory. The Imperials retreat with horrible losses, perhaps as much as 40-50% of their ground forces. The Zerg suffer a similar percentage loss, but have no morale problems and are already spawning replacements. The Imperial commanders in orbit, no matter their threats, will not be able to get the troops to brave that meat-grinding horror of the Zerg defenses again. The base is never taken, and all rebel ships make it off planet intact.

MODERN US MILITARY

Tech Level: 10

The US military is not only highly-trained and disciplined, it is also the most technologically advanced military in the world. This makes US soldiers the best suited of any real-world combatants, past or present, for having a chance of taking on the higher-tech forces of the Empire.

The US military maintains very high troop quality, in sharp contrast to the Imperials. In the wake of the wars in Iraq and Afghanistan, the US has a solid core of highly experienced combat veterans, and as a purely volunteer force, the soldiers are in general well motivated to begin with. Even though the Imperial division assigned to the ground assault is very competent by stormtrooper standards, the US soldiers will still be several notches above them in overall quality.

(I’m not an expert in modern military weapons, so forgive me if some assignations of equipment below might be off)

Point defenses will primarily be M-2 50 caliber machine guns or similar, with MK 19 40 mm machine guns (a type of armor-piercing autogrenade launcher) placed in areas where they can expect to be hit with heavy armor units. Both types of guns are mobile, and can be moved around as needed to different hard points. Low-altitude attack craft in place of speeders will be MH-60L Blackhawk attack helicopters.

Realistically, the US troops would also do what they could to heavily mine the most likely approaches the Imperials would take. However, since the Rebels in the movie did not use the tactic (most likely due to lack of prep time), it will be disallowed for the US troops as well.

The primary infantry weapon of the US armed forces is the M-16A2, with some units being equipped with M-4 carbines. Most squads would also be issued at least one M-249 SAW. These weapons do have some advantages over the Imperials’ blasters. First and foremost, they can deliver much greater rates of fire, and can deliver a much more potent kinetic energy punch to their targets.

However, Stormtrooper armor seems very good at absorbing kinetic impact, and given their tech level, will probably hold up to at least a few hits by modern day bullets. In fact, the situation will probably be similar to what US troops encountering J’afa in the original Stargate movie and in the earlier seasons of Stargate: SG-1; it will probably take concentrated autofire on any one target to bring them down.

The same will probably not be true on the other side. Even though the US armor is very effective against kinetic impact and penetration, they are not graded to withstand intense heat. The imperials’ blasters deliver most of their damage as heat, probably at least over a thousand degrees Fahrenheit, concentrated in a focused super-heated stream. Most likely most dead-on shots will penetrate the US soldiers’ armor; those that don’t may have the plasma “splash” against the target like a wave, causing severe secondary burns.

When the imperial assault is first spotted, Blackhawk helicopter sorties are organized to try and take out the AT-AT groups. The helicopters are as fast and nearly as maneuverable as the speeders shown in the movie, and have much longer-ranged weapons. However, the AT-AT’s heavy armor prevents their missiles or their rotary guns from penetrating the main chasis. So they will quickly adopt an alternate strategy: attacking the legs.

As noted earlier, an AT-AT’s big vulnerability is that most of its mass is balanced on four very tall legs. Take out even one of those legs, and the entire vehicle is neutralized. Also, the guns most likely to take out the Blackhawks, the turbo cannons on the AT-AT’s ‘heads’, have a fairly restrictive firing arc, meaning smart helicopter pilots will quickly learn to swing around and come at the walkers from the rear.

The legs are also heavily armored and heavy-duty, and withstood up to repeated blaster fire in the movie. However, missiles are not blasters, and deliver their damage mostly through kinetic impact and explosive concussion. While the walkers may be nigh-invulnerable to the blasters (perhaps by using a thermal superconducting mesh in the armor, which re-radiated away the heat?), kinetic impacts, if strong enough, could just hammer away at the joints until they buckle.

Even so, anything other than a direct hit by an anti-armor missile from the Blackhawks will likely be inadequate, and even then, it will likely take more than one shot.

Modern missiles are very good at homing in on specific individual targets. However, pinpoint-targeting different areas of a target vehicle is something much harder to engineer with modern technology. So hitting the moving, relatively thin legs of the AT-AT’s are going to be difficult. I estimate at best the Blackhawks could take down 1-2 AT-ATs before they themselves become imperiled by organized ground fire.

At the perimeter, the fighting is very fierce, but the US troops are simply too low-tech compared to the Imperials and too out-numbered to prevail. Especially devastating to the US troops are the AT-STs; their speed, maneuverability, and relatively heavy firepower wreak havoc with the US defenses. The surviving Blackhawks pick off what they can, but it likely won’t be enough. When the AT-AT’s with their heavy blasters come within range of the defensive lines, the fight is pretty much over.

RESULT: Marginal Victory for the Imperials. The US forces manage to inflict much heavier troop casualties among the Imperial infantry than the Rebels, thanks to superior rates of fire, but would be much less effective at taking out the enemy armor units, which most of their weapons can’t seriously affect. The only time the Imperial advance is significantly slowed is when the main body of troops reach the defensive perimeter, and all too soon that is breached when the Imperial armor is brought up. The Imperials take down the field generator with numerous rebel ships still on the ground, and capture the base.

STARGATE COMMAND

Source: Stargate SG-1, Stargate: Atlantis

Tech Level: 13-15

Stargate Command itself employs only a few hundred actual combat troops. For this scenario we’ll assume they use normal US troops, as above, to fill out their ranks to the 2000 or so soldiers needed to take the Rebels’ place.

Stargate Command, technically under the auspices of the USAF but more practically its own branch of the US military, has a number of advantages over the ‘normal’ US troops used in the last scenario. Not only do they have captured and adapted alien technology, but they have become highly experienced specialists in fighting battles against foes with superior technology.

Weapons used by the main troops will be as outlined above for the normal US troops. However, it was established that the SGC developed and employed on a regular basis specialized equipment designed to neutralize advantages of the much higher-tech J’afa warriors. They have advanced ammunition that can readily penetrate high-tech armor, and have inserts in their own body armor designed to withstand the plasma blasts of the J’afa staff weapons. Since the Imperials and the Gua’uld J’afa have approximately the same Tech level (18), we can assume that these innovations will be as equally effective against the Imperial snowtroopers. They distribute what they’ll have along these lines to as many of the normal troops as they can, so let’s assume for simplicity’s sake that about half the soldiers have these enhancements.

What this means is that unlike the normal US troops, their weapons can take down individual Imperial troopers with a single shot. So, soldier-to-soldier, they would actually have an advantage, in that the SG teams’ weapons have much greater rates of fire, and would be bolstered here and there by Zat guns and some other captured alien tech. There is also an even greater discrepancy in overall troop quality; the SG teams are the very cream of the crop of the US military, so they would have even better overall training, morale, and motivation than normal US troops.

However, these advantages may not be able to overcome their big disadvantage: lack of advanced armor units. In defending against alien threats in the various series, the SGC had a two pronged approach: space-going battlewagons that could engage in strategic battles in space, and ground troops that could engage in insurgent and guerilla tactics via the Stargates. While both approaches in the end proved very effective, it left a gap in development of their high-tech arsenal: armored fighting vehicles and aircraft.

Basically, the SGC has no high-tech equivalent of the snowspeeders (fighters like the X-303s are designed as high-speed, high-altitude/space attack aircraft, and would be poorly employed here) and will have to rely on what the normal US military used in the last scenario. Thus, they likely won’t have any better success in stopping the AT-AT advance, and will likely only take out a handful of them.

RESULT: Marginal Imperial Victory. Greater troop-to-troop casualties will only slow the Imperials down slightly, given their usual ruthlessness toward their own men. The Imperials will take a greater number of casualties, maybe twice that the normal US military by itself was able to inflict, but in the end the defenses fold as soon as the Imperial walkers smash through the defensive line. The imperials capture a number of rebel ships still on the ground.


Go HERE for part two: Avatar, Traveller, Star Trek, and more.