Showing posts with label Farscape. Show all posts
Showing posts with label Farscape. Show all posts

Saturday, September 16, 2017

OMOG Science Fiction / Space Supplement Available

The Science Fiction / Space supplement to the OMOG Advanced game rules can be downloaded here:

www.thortrains.net/shambattle/OMOG-space-supplement.pdf

Have fun!

This is a set of ideas for running your own skirmish games. Much is still tentative.


You can download OMOG Advanced here: http://www.thortrains.net/downloads/OMOG-advanced-game-2015.pdf


There is a place to discuss OMOG and Shambattle games here:

https://www.facebook.com/groups/shambattle/


Sunday, January 29, 2017

Sci-Fi Crewmen, from Mortars to Starships

Crewmen

Science fiction has its share of small craft pilots, fighter pilots and crewmen of various weapons and vehicles. A glimpse at aspects of current crewmen gives insight into how the crewman of the future may develop.

With the release of the Hasbro Star Wars army men type figures, we have a nice assortment of armed combatants based on that franchise. Along with Imperial Stormtroopers and Rebel infantry, one will find various pilots, crewmen, Jedi and aliens.

Let’s look at pilots and various crewmen.  At this time on Earth, pilots and crew of military aircraft receive training both for flight and for ground situations. Fighter pilots are taught what to do if they are shot down. This includes escape and evasion and use of firearms. The same training is given aircrews of bombers and other combat aircraft. While they might not have the ground combat skills of an infantryman, they can put up a fight.

In a futuristic setting, an air crew might be able to also act as a small landing party. They may be able to set up a small perimeter and explore the immediate area. I doubt they would be prepared to fend off a serious attack. In that case, escape via their aircraft would be the obvious option.

If we look to the Star Wars figures as an example, we see the Tie Fighter pilot and several X-Wing pilots all armed with pistols. It would be realistic to assume that the Tie Fighter Pilot has good training in using his weapon plus skills in the use of cover, concealment, escape and evasion. Rebel training would vary from unit to unit. It may range from very good to poor to uneven..For instance, one unit may be taught excellent shooting skills but poor escape and evasion techniques. This kind of spotty training is consistent with historical precedents for rebellions and mercenaries.

Crews of combat vehicles such as tanks, personnel carriers and self-propelled artillery are trained primarily in manning their respective vehicles / crew-served weapons. Most armies also give these troops basic infantry training so they can fight when dismounted. Crews of crew-served weapons such as mortars, missile launchers and the like also receive infantry training. They can defend themselves and their weapon. Usually, such troops are protected by infantry operating between them and the enemy. It was discovered in World War II that to leave such men untrained in personal combat is a mistake. The speed of modern warfare and the likelihood of troops operating behind the lines demands that all military personnel in the combat zone need basic infantry skills. We can assume that in futuristic scenarios among humans and alien types, that lesson had also been learned.

Then again, there is no accounting for some things that aliens do.

I am reminded of how Japan used Koreans as secondary troops during World War II. These men were used in labor and construction battalions, supply units and such. They had very little combat training. Call it a case of smugness and bigotry that the Japanese did not think it worthwhile to teach the Koreans to defend themselves. Indeed, many of the “Japanese” troops captured during World War II were actually Koreans from labor and supply units.

We can use the Navy as an example of how crews of larger vessels would be trained. Most would receive a basic sort of training that may include rudimentary crew skills and perhaps basic use of personal weapons. Most training would go into developing a crewman’s skills for his particular specialty. For instance, a ship‘s crew today includes radar men, sonar men, engine crews, and even food preparation. Combat with larger ships generally involves crew-served weapons such as ani-aircraft guns, heavier artillery and missiles. Many crewmen have a “battle station” that requires serving the guns or other combat necessities.

For times when personal combat skills are necessary, most ships have a contingent of security personnel. The US Navy assigns Marines to its ships for this purpose. Futuristic craft may have special security teams or their verison of Marines. They would handle internal troubles as well as attempted boardings and provide landing parties.

Special types of ships are designed to transport troops and heavy weapons to combat areas. These would be well-defended.

Something like the “Death Star” would have an abundance of regular crewmen plus contingents for internal security and landing parties. A starship like the Enterprise should have a unit of personnel similar to the Marine contingent on a modern Navy ship. The crews of small ships like those in Firefly and Farscape’s Moira are responsible for thetr own defense.

On the whole, be they assigned to large weapons, vehicles or components of a large vessel, crewmen prefer to stick to their specialty. While they can function as an impromptu infantry, they prefer to man their guns / tanks / ships. Crewmen would rather leave infantry and security work to the grunts.

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To understand dismounted crewmen in a gunfight, the best example is from the Western genre. Think of scenes where cowboys defend from behind a wagon or from a house. This is not the coordinated musketry of a rifle team. The cowboys can shoot and provide cover, but they are not as polished as men trained to fight as a unit.

Friday, January 15, 2016

Sci-Fi; Adding Mystical Power to Games

 
The mix of mystical powers and science fiction is hard enough to reconcile. Though the Warhammer 40,000 series of games seems ot have done it, they are a genre all their own. Warhammer blends science fiction and fantasy and technologies that have long since passed plausible reality. It is strictly a game that stands alone. Most science fiction does not blend the two easily. 
The following examples are ideas on what might be usable in sci-fi games. They are general concepts which can be adapted to fit within a game. I wrote them with the intention that they serve as idea which others would want to alter and adapt to fit their own games. Please feel free to adapt as you see fit.
Shambattle Spy Rule: Each side designates one soldier of the enemy to act as a spy. This figure is played as a normal soldier on the other wise. The spymaster chooses when to activate him. At that point, he is operated by the spymaster. He can be used to attack enemy soldiers.
In my opinion, there have to be limits. He cannot be an officer. You may have to limit what kind of soldier he is. Maybe he cannot be a heavy weapons man, or an elite trooper, etc.
Telepaths and empaths: there is little use for telepathy in the heat of a battle. Like most psychic skills, its use is for non-combat situations. Indeed, most psychics cannot use their skills when under duress, such as in a gunfight. They need time and enough calm to concentrate. The one use in a battle game would be to expose the spy. Should a telepath come within a half move of a spy, the agent is exposed. To make it harder, neither the telepath nor those within a half move of him can have fired that move. The also cannot be involved in hand to hand combat or the operation of a weapon.
Zen / The Force: A fighter using spiritual power will have certain advantages. The use of Zen and the Force are both legendary in their respective fields. The first obvious effect is to enhance the fighter’s offense and defense in close combat. A fighter can strike and deflect weapons.
A second enhancement is for those fighters who may use aimed weapons. They will have improved accuracy, like snipers. Think of Luke using the force to aim his missiles in the first Star Wars movie, or a Zen Kyudo archer hitting target.
The Force allows a fighter to move objects and attack at a distance. He can push an enemy or knock him down, depending on his skill.
With Zen and the Force, there are levels of ability. We can simplify this for game purposes. These would be Novice, Average and Master. We think of a novice as Luke first learning to use the Force. A Master is a highly accomplished fighter. Historical figures like Miyamoto Musashi and fictional characters like Obi Wan and Darth Vader are masters.
A Novice gets +1 when defending and attacking with a sword or light saber. If using the Force he can also deflect one shooter per turn using a standard firearm. (This is not a Zen power, except whe ndeflecting arrows and hand-launched projectiles).
An Average warrior gets +2 on attack and defense. A Force user can deflect 2 shooters per turn using standard personal firearms.
A Master gets +3 on attack and defense. Usoign the Force, he can deflect three shooters with personal weapons or one squad-level heavy weapon.
As novices have yet to develop enough concentration, they must roll before using the Force. On a six-sided die (not the nerdy D&D dice) 1 and 2 he fails the concentrate and so fight as a normal fighter.
An average Force fighter who is not shooting or in close combat can stop an opponent at 1/2 move away. This does not work on other Force users, nor on officers, as they have developed sufficient will to be unaffected. The affected individual cannot move for 1 move.
A Master force fighter can push an opponent to the ground at 1/2 move. The individual cannot move for 1 turn and fights at -1 for one turn. If the opponent is an Average Force user, he can only push him back. A Master can use this skill against anyone with whom he is not engaged in combat.
Like a telepath, a Force fighter will detect a spy at up to 1/2 move away.
A Master is going to be a very powerful piece in a game, so steps must be taken to retain game balance.
Rule of Three: to make close combat more practical ,we had invented the Rule of Three for the updated Shambatte (A Game for Old Fashioned Toy Soldiers) and OMOG. A figure attacked by three figures resolves combat thus:
In a 2 to 1 fight, the single fighter is penalized:
He fights at -1 against the first enemy
He fights at -2 against the second foe
If there is a third enemy in the fight, the defender still fights the first and second enemies as above. The third automatically kills him. This Rule applies to all normal fighters and the Novice.
 
For fighters using the Force, an Average level fighter has the Rule of three extended to a Rule of Four. He gets -1 for the first enemy, -2 each for the 2nd and 3rd enemies, and is automatically killed if there is a 4th enemy.
For a master, he fights the first enemy at no loss, the second fighter at -1, and additional enemies at -2. He is not automatically killed, no matter how many are in the melee..
***
Thinking of Sci Fi commanders, who would be my picks? Kirk was too much of a hothead and too impatient. He got a lot of people killed. Not a guy you want on your side in a gunfight. Adama was too laid back. Picard was passable., Archer and Crichton both would be good in small actions with a squad or smaller. Darth Vader was good with small units and larger operations. He would be a good man to have on your side in a small gunfight and a larger assault.
Vader’s problem is the material with which he must work. Let’s face it, folks, Imperial Stormtroopers are matched by Star Trek’s red-shirt security for coming up short in a fight. If Vader had troops like the mobile infantry of Starship Trooper, he would have done wonders. Even with mediocre troops, Darth Vader got things done
 

Wednesday, January 13, 2016

SciFi: Space, Mystics and Magick

Though science fiction, fantasy and horror are often lumped together, they are three very distinct genre. Science fiction deals with speculative fiction based on science, be it the science of the present, future, or an alternate world. Fantasy deals with non-scientific realms based on folklore, myth and magick. Horror involves both criminal acts and the work of monsters. While the premises behind some characters may seem occult, Horror’s essential nature is to entertain via the terrible and ghastly.

We expect the mystical in fantasy. Wizards, sorcerers, and magickal entities are part and parcel of the genre. Books like The Hobbit, the Lord of the Rings, the Conan series by Robert E Howard and Three Hearts and Three Lions by Poul Anderson typify the fantasy genre. In the aforementioned examples, the protagonists encounter strange mythic beasts and magick-wielding adversaries.

Fantasy was separate from science fiction for one simple reason: plausible deniability. Many felt that science and spirit were separate matters. For many sci-fi buffs, things had to have a scientific explanation, even if it were based on fictional science or things not yet developed.  A science fiction writer who incorporated any mystical or magickal elements had to tread lightly. It was too easy to slip past the thin line of plausible deniability.

The original Star Trek series had a few episodes that touched mystical subjects. For example, one involved a “Roman planet” and worshipers of the Sun / Son. Another had the crew encounter the Greek God Apollo. Even then, there was an attempt at a scientific explanation. More often than not, those that dealt with unusual phenomena found a rational explanation for it. Apparently, in the Star Trek universe, telepathy and empaths were within the realm of science, but sorcery was not.

The Star Wars franchise introduced its own mystic element known as The Force. According to its lore, the Force was a power that could be used for good and evil. Certain knightly mystics known as Jedi and Sith learned to use the Force. These characters were like the Japanese Yamabushi warrior monks. Unlike the Yamabushi (lit. “mountain warriors”), the knights could use the Force to influence others and move objects. For instance, near the first movie’s end, the hero drops into a Zen-like state to let the Force guide him to launch his missile accurately.

What is this Force? It is like bits of the Astral, Ki / Chi, Prana,  Megin / Magna / Macht, Wyrd and synchronicity all rolled into one. Of course, the power is fictional and any connection to actual mystical or occult phenomena is tenuous at best.

Star Trek Deep-Space Nine had its own mystical aspect involving the Bajorans and their religious connection to the Prophets, which were actually “wormhole aliens.” On the bad side were something like demons, one of which was called Kosst Amojan. Prophets and the demons could possess people. Of all the Star Trek series, this one was most connected to a mystical and religious trend.
Farscape. and the other Star Trek franchises had their own occasional contacts with mystical events and beings. Farscape’s search for the wormhole itself was bizarre and at times esoteric. The character Q on Star Trek’s The Next Generation and Farscape’s Zahn and Stark each had mystical attributes.

Too much of the mystical in a science fiction story can dislodge fans who insists on science.

A peculiar thing about science fiction is that many aliens are similar to the appearance and mannerism of mythic beings. Star Trek’s Klingons are like orcs or hostile imps. The Vulcans and Romulans have a similarity to the old Norse light and dark elves, respectively. The Scarrans of Farscape are a hominid dragon species. Scorpius is a wraith or ghoul. Star Trek’s Jawas are like dwarves who work with metal things. The Wookie could be Bigfoot or a wood troll.
Several members of the crews of various science fiction series correlate with mythic roles. One finds the Jupiterian leader, Mars warrior, Venus love interest, and so on. We find a similar thread in Captains Kirk, Picard and Archer, John Crichton, Adama and Han Solo. Scotty, Worff and Ka Dargo share more than a volatile temperament. Many a successful ensemble follows older patterns of storytelling.

Darth Vader is a mirror image of the heroic Captains and Commanders mentioned earlier. He is the same type but works for the opposition.

So why have we not seen these patterns before? We have! Prior to the rise of science fiction on television and movies, the Western genre was the popular milieu for storytelling. Instead of the crew of a star ship, the ensemble members were the townsfolk of Gunsmoke, the family of Bonanza and the various characters of Maverick. You may have noticed that Lorne Greene played a similar type character both as Ben Cartwright, family patriarch of Bonanza, and Adama, commander of a battle-star ship. It is all part of telling a good story

Science Fiction is the mythology of the present and future. In view of Dr. Carl Jung’s work on archetypes, it should be no surprise when an old magickal myth re-emerges in a modern scientific context.

Personally, I find that many attempts to include the mystical with science fiction fall short. Brief encounters such as those in the original series of Star Trek are fine, so long as they remain well within the limits of plausible deniability. With my background of esoteric spirituality, I find that many writers do not have enough knowledge of the mystical to include it in science fiction and remain plausible.

Star Trek: Deep Space Nine overplayed the “wormhole aliens” and the Bajoran mysticism. The series went from science fiction to occult drama, complete with bizarre rites, demonic possession and evocation of evil spirits. That is the kind of thing you expect in a horror movie, not a science fiction series.

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Gaming with mystical elements has been around since the 1970s. The Chainmail miniature game for Medieval Warfare added a fantasy supplement to accommodate entities from various popular books and myths. This later evolved into the pinnacle of nerdware, Dungeons and Dragons. The game blended magickal and other esoteric properties with Medieval weapons and combat techniques.  This was strictly within the fantasy genre, where science has little impact.

The Chainmail fantasy supplement included several magickal spells that could be used in miniature battles.

Science fiction is a very different genre. Mystical and magickal powers would have a much smaller place. As with nerdware like Dungeons and Dragons, it could be used in a role-playing game.  For sci-fi battle and skirmish games, the impact of magick and mystical powers would be limited. Things like the Vulcan Mind Meld and wormhole aliens would not find a place, as these are things that occur in non-combat situations. In fact, most of the mystical things added to science fiction stories tend to happen only outside of combat.

One mystical power that has combat application is the Force of Star Wars. The Force can improve a fighter’s ability to aim and to use a weapom. A person with enough Force can deflect projectiles and other weapons. An expert can use it to influence others, move objects and attack at a distance. The trick for gamer makers is balance. A character could become too powerful and offset the balance of the game. On the other hand, too little power lowers the value of such a character.

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I have been exploring the varieties of spirituality for decades. As was said, I’ve been “...from Alchemy to Zen and back again.”  This is not to say I am expert in the many systems that I researched. I spent more time with some than others. Several were studied and experienced in depth, others with less interest.

One thing that must be noted is that a religion may seem bizarre to outsiders, but it is perfectly normal to its adherents. Here is an example:

A fellow I knew was stationed in Thailand with the Air Force. He became romantically involved with a local woman and they decided to be married. The man was Catholic and wanted to have a Catholic wedding. He took his beloved to the nearest English-speaking Catholic church to make arrangements.

The results were not what he expected.

Behind the altar of the church was a large crucifix with a painted statue of Jesus mounted on it. There were other statues in the place, as well.  The Thai woman was mortified. She was terribly frightened by the large statue of a man being crucified with bloody wounds and thorny crown. The Buddhist woman left in terror and refused to go back.

Catholics and most folks from Western countries take a crucifix in stride. Whether Christian or not, they know the basic Jesus story and are familiar with the cross as a religious symbol. They also have seen the Catholic crucifix and know its context. People from other cultures may regard it as strange and  frightening. By the same token, Christians from the West may see Hindu and Shinto rites as weird. Even within Western culture, adherents of conventional religions may find Rosicrucian rites exotic and eerie. Those familiar with Western esotericism would see nothing unsettling about them.

Whether sci fi or not, unfamiliar religious and spiritual practices may look bizarre. Again, those involved in those beliefs consider them perfectly normal. For writers of sci-fi, it is a good distinction to understand when writing of alien rites and beliefs.

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Tomorrow's article will include suggested rules for adding special powers like The Force and telepathy to skirmish games.

Friday, January 1, 2016

Science Fiction: Subterranean Warfare

Currently, there are people who have some expertise in rescuing trapped miners. What of people whose specialty is subterranean warfare? We see an inking of it in Starship Troopers, where the Bug "Brains" had to be hunted underground. The other bugs were ferocious defenders. A computer game from the 1990s called "Descent" involved a special vehicle to go underground and clear hostile elements from a mining complex. Space- Above and Beyond had an episode that was based on combat in a subterranean Chig or AI complex. Vietnam had its "tunnel rats" who went in to Vietcong tunnels to flush them out. Siege Warfare often devolved into a game of mine sand countermines. culminating in underground tunneling in World War I. Considering the likelihood of combat in mines or against a subterranean-dwelling species, it stands to reason that future space armies might have special troops for the purpose.

I would imagine such troops would have advanced version of things like seismographs and ground penetrating radar. They would also need sophisticated equipment to detect gasses and places where air is too thin or humidity is to thick to breathe. Such conditions exist in Earthly cave systems. One cave with deadly heat and humidity had giant quartz crystals. Explorers must bring air and wear special suits to enter. Certainly, we may find cavern-dwelling aliens who thrive in that kind of environment. Indeed, some may thrive in any one or more underground environments that would kill a human. These same aliens may very well have a bad reaction to our air. I am reminded of the volcanic tubes in the Western Pacific that spout toxic fumes and great heat. Various crustaceans and other sea life have adapted to breathing it and thrive in that environment. Take then away from it and place them in normal seawater and they die and crumble rapidly. Certainly, there may be alien species living underground who evolved in a toxic (to us) environment or adapted to it. Going into their realm would be like entering the chemical warfare battlefield.

Other aliens may have taken to the underground to avoid harmful radiation or toxins on the surface. A cosmic accident, extreme series of solar flares or other misadventure might be the cause of their planet’s surface turning inhospitable. There was a very hokey movie titled "The Mole Men" that had a surviving Sumerian people who had adapted to living deep underground. The original Superman series had its own mole men in one episode. Horror movies dealt with things like CHUD (Cannibalistic Humanoid Underground Dweller) that were humans who had devolved underground. There are also urban legends of bums living in abandoned sewers and forgotten subways tunnels who devolved into something creepy. Imagine a civilization where part of the populace was forced to take refuge underground to escape persecution or as a result of losing a war. There may very well be a war between underground and surface societies.

What with archetypes and mythology, the underworld has always figured in the science fiction, horror and fantasy genres. The popular Dungeons and Dragons nerdware originally based itself on a subterranean adventure. Now there are millions of nerds playing it. Movies have dealt with underground themes, from radioactively-altered giant ants in "Them" to the Martians concealed in their underground lair in the 1953 movies "Invaders from Mars". There is a primal aspect to the subterranean monster genre. We shall leave further discourse on that to adherents of Dr. Jung’s work on archetypes.

We may find anything from hostile aliens, giant monsters or worse on our journey to other worlds. It stands to reason that special units may be needed to handle them. I wonder if they will be an elite force of individuals with a penchant for spelunking. On the other hand, underground combat duty might be a place for commanders to send their misfits and troublemakers. An unofficial punishment duty and convenient place for commanders to dump undesirables is as old as armies themselves. The U.S. Air Force used to send troublemakers to a stint at Thule, Greenland. Maybe a subterranean unit will be composed of a handful of elite specialists and a rank-and-file of the dregs of the army. Then again, it may be an all-elite unit or a group of misfits with few qualifications and little additional training.

No doubt some specialized heavy equipment, weapons and vehicles will be in order. I think of the long line of vehicles railroads use to replace ties and fix roadbed. Imagine a similar device to place roof supports in caves so as to prevent collapse. There would likely be various troops carriers, drills, robots and drones for underground warfare. Some would be altered mining equipment of its time and some may be entirely original. I see crawling, slithering, rolling and small flying drones and robots playing a large role. As the rules of warfare may not apply to alien combat, I would imagine scientists would develop heavier-than-atmosphere gases to use against underground dwellers. We can be certain that despite technological advances, gas warfare will be as messy at it was in the trenches of World War I.

There may even be weapons to cause vibrations, like localized earthquakes, to collapse tunnels and caves at a safe distance from the operators.

One thing is certain: the Bugs of Starship Troopers are not the last work in sci-fi underground warfare. There will be more to come so long as popular fiction feeds off common archetypes.

(This is another part of the thought experiments inspired by science fiction. It is not an answer, but a starting point for further thought. Hopefully the article will inspire writers, toy soldier collectors and battle gamers who enjoy the science fiction genre.)

Thursday, December 31, 2015

Sci-Fi: Ray Guns, Grenades, and Close Combat in Space

Sci-Fi: Ray Guns, Grenades, and Close Combat in Space


Let’s face it , folks. I have been exposed to outer space stuff for almost 60 years. There were children’s shows and reruns of space movies to get us started. Saturday morning kids’ shows played reruns of old Buck Rogers and Flash Gordon serials. The Air Force had its high-altitude balloons and X15s scratching the edge of space. Then came NASA and Mercury, Gemini, Apollo and the Moon. Forbidden Planet and The Twilight Zone used SciFi to ask the deeper questions. Lost in Space amused us. The new type series like Star Trek and Space 1999 enthralled us. Along came the Space Shuttle, and then Star Wars, Stargate, the Martian Chronicles and topping the list, Farscape.

Toy-wise ,we came a long way too.  From the clunky spacemen of Archer and Ajax in the 1950s to MPC’s “Mercury” astronauts, it began. Next came the figures based on TV shows and moves, from the Thunderbirds of ITC TV to Imperial Stormtroopers and Klingon soldiers.

There is the challenge - to make a space game that can accommodate almost any space toy figure in the last 60 years. One game that did it well is Laserblade by Echidna Games, Laserblade accommodates small skirmish action for three to perhaps ten or twelve pieces. It focuses on individuals.  OMOG differs, being a squad-level game that emphasizes a small unit.

Space Weapons

The Ray Gun of science fiction originated in people’s fascination with X-rays and radioactive waves.  In the 1920s, science was discovering more about radiation and waves. Fantastic possibilities were discussed as to the future benefits of Alpha, Beta and Gamma rays. Being a science-savvy lot, science fiction writers seized on these ideas. They concocted a variety of ray guns, disrupters and disintegrators. This was a few decades before lasers, by the way.

Ray guns and their lot are energy weapons. They emit a wave of energy at their targets. The immediate problem is containing the energy so it does not dissipate.  The energy must be focused. Other measures have to be invented so that the wave or ray is not dissipated by the atmosphere or conditions like clouds, dust, humidity, etc. These are among the reasons why long range laser weapons are only now becoming possible. Science has found ways to focus the ray and minimize dissipation.

The only hand-held energy weapons in general use today are stun guns, cattle prods and Tasers.  All discharge electrical energy and all require contact with the target. A stun gun and cattle prod has to have its electrical nodes pressed against an opponent. A Taser fires thin wires with a small barb to attach to the target, after which an electrical charge is sent through them. The smallest lasers are laser pointers, and the green ones can pop a balloon if fired at it long enough at close range. That is, if they do not run out of energy first.

Small lasers do not pack much power. Powerful lasers need plenty of energy. A person using one would have to wear a bulky battery packs, and even then it would only be good for two or three bursts. Obviously, part of the science is to devise a more compact power supply. Power supplies are already getting smaller so it is only a matter of decades before science creates one that could fit into a man-carried weapon.

The use of energy weapons would be practical, once focusing the beam and powering it are perfected. The necessities of space make them more practical than projectile weapons. In low-gravity and weightless conditions, a weapon with even the slightest recoil can unbalance and even topple the shooter. Projectile weapons, be they powered like our bullets or if their bullets are small rockets, will have some degree of recoil. In low gravity, even the almost-imperceptible recoil of an M16 could dislodge a person. The other problem is in thin-atmosphere and no-atmosphere conditions. Most projectile weapons require some sort of ignition. In space, the ammo or weapon would have to contain the oxygen necessary for ignition. Energy weapons have no recoil and require no air supply. They would work in high gravity, low gravity and no gravity. Gravity would not affect their range, either. A high-gravity situation would alter the path and range of a projectile.

Liquid-squirting weapons would also be at a disadvantage, since they have a “recoil” of their own. Anyone who has fired a man-carried flamethrower knows the push they feel as the jet of liquid flame squirts forth.

Would a small energy weapon have the range and power of a larger one?  After all, one might argue, they are only firing waves of some sort of radiation. The answer is a resounding NO.  A major aspect of an energy weapon is to contain and focus the energy. The smaller weapon could contain and control a lesser amount of energy than a larger one. Compare a pistol-sized weapon to one the size of a rifle. The pistol contains and controls less, and so the ray it emits is weaker and dissipates at a much closer range than that of a larger weapon.  The larger weapon can contain and control more energy, allowing each shot to have more power and greater range.

Heat would be a factor.  One of the problems of automatic weapons is their tendency to get hot after firing for awhile. The larger the barrel and weapon itself, the more it can withstand heat. Indeed, heat would be a bigger problem in energy weapons. Not-yet-invented materials might help dampen some of the heat.  Nonetheless, better dampening would require more material, more technology, and thus a larger weapon. The heat that could be dissipated in something the size of a pistol would have to be much less than that of a rifle. A smaller weapon would be unlikely to sustain as much shooting. A pistol might be limited to single shots like a semi-automatic weapon. The same may apply to a rifle firing more powerful rounds.  A larger rifle might be needed to fire bursts or a longer sustained shot.

Rays could vary.  Some would obviously be destructive, harming materials and damaging the body. Others may or may not break materials, but could adversely affect bodily functions, either permanently or temporarily. A “stun” weapon is likely. Knowing how radiation has adversely affected people, from Madame Curie to the more current disasters at Chernobyl and Fukushima, a harmful ray is likely.  It would not have to damage materials to affect the body. The Neutron Bomb comes to mind as an example. This may be the alternative to chemical warfare in the future. Of course, it is already covered by various treaties. However, those treaties would not apply in space against aliens. I imagine that these rays would be a technological equivalent to “Dim Mak”, the delayed-reaction ancient Chinese “death touch.”

There can be no “cold ray,” as cold is a slowing of molecules. For a ray or wave to move, the molecules would necessarily have to be accelerated.

The only projectiles useful in space would be rockets. The problem would be the back blast. The Bazooka remedied it partly by letting the back blast escape from he rear of the launcher. While small projectiles fired from pistols and rifles would be impractical, larger launchers might have their place. Rockets move by the energy they emit in flight. They would have to be large enough to carry their own oxygen. Large rockets meant to reach space have been doing this for over 70 years. Perhaps smaller rockets would have to do the same, Then again, perhaps the future will see a different propulsion system that needs no oxygen to work in a vacuum.

The idea of smart munitions and guided bullets sounds fascinating, but they will have their limits. I believe shooters will still be required to aim, to some degree.

Certain old weapons would still be around, with improvements. Hand grenades would be around. Along with the explosive, concussion, fragmentation and white phosphorous (incendiary) grenades there might be different radiation and energy burst weapons. Some may even have a small time and / or impact detonator. A futuristic “smart” grenade could also be set for a burst or for blasting through an obstacle. One version is drawn from the old Archer (now Glencoe) spacemen. He holds a finned grenade. A weapon like this would be thrown toward the target. A few feet after leaving the thrower’s hand, it would ignite a small rocket motor and proceed to target.  Perhaps there might even be limited guidance to target, but that is unlikely in a weapon so small and cheap.  Guidance systems are better reserved for weapons aimed at larger targets.

Those physics classes paid off! They have certainly given insight into the future possibilities of weaponry for this planet and beyond.


Close Combat in Space.

In the Star Trek: the Next Generation movie “First Contact,” Captain Picard and Worff are on the outside of the starship. They wear space suits. Their goal is to defeat several Borg tampering with the ship.  Somewhere along the line, Picard mentions remembering their anti-gravity hand-to-hand combat lessons.

My mind went back to the old Gemini space mission and some of the special tools they had to invent for work in weightless space. They had to make a special hammer.  If an astronaut was using a hammer and cocked back his arm to swing, that motion would propel him  backward., For every move there is a counter-move, according to Newton’s Third Law of Physics.

Another example was from an old ninja manual from the 70s.  It showed a few special techniques for fighting in water. Though not exactly weightless, many of the same principles apply to a buoyant individual.

(You an find the Ninja book here: http://www.thortrains.net/downloads/oldninjabook.pdf )

Close combat training was also mentioned in Robert Heinlein’s brilliant book, “Starship Troopers”. There the fighting happened in places with gravity. I do not remember if low-gravity combat was discussed in the book.

Human unarmed and close combat systems were developed on our won planet where there is gravity. They apply the physics of gravity.  This is obvious with Judo, Aiki and Chin Na, which use various throws and takedowns to defeat an opponent. The same dependance on gravity exists in Boxing, Karate, Chinese Boxing (Kung Fu) and arts using hand held weapons. Some leverage has to be gained in order to power a strike, trip or trap. Even a leaping punch, kick or thrust still requires thrusting one’s feet against the ground. Do that in low-gravity of weightless environments and you may find yourself headed for planetary orbit!

The same goes for primitive projectile weapons. Thrown weapons, arrows and slings all require drawing back.  The pilum-thrower draws back his arm.  The archer draws back his firing arm, and the slinger spins his sling and cocks his arm back before shooting. These could all be problematic in a low or no gravity environment. Add the fact that it would also affect trajectories and the like.  This would also occur in low or no atmosphere. All would be lurched back by drawing their weapon and forward by launching it in the usual way, if it happened where gravity was lacking.

For fighting within gravity, the annals of close combat are voluminous. There are many systems for hand-held weapons, striking and grappling. While the Asian fighting arts have enjoyed some popularity, older systems from Europe and elsewhere have left such traces as manuals, guidebooks, literature and art. Indeed, one can this very day see the methods used for Medieval polearms, Renaissance fencing and Ancient Egyptian wrestling.
What would a hand-to-hand system be like in the future? Let us clear up a distinction between martial arts and hand to hand combat. A martial artist is someone who dedicates himself to the study of close combat systems.  He works to perfect his skill.. Most martial artists are actually sportsmen.

Hand to hand combat is a collection of fighting techniques intended for defeating an opponent. It is neither a sport nor an art. One might more correctly describe many of the hand-to-hand systems as self defense. However, more than few are also offensive. Hand to hand combat is taught to those who are not going to devote their lives to the study of martial arts. It is taught to soldiers, police, and corrections officers. A self-defense version is taught to civilians.

The kind of hand-to-hand taught to space personnel would likely include unarmed techniques and others using hand -held weapons. Modern troops learn striking and grappling, as well as the combat knife, club or baton, and rifle with bayonet. Troops improvise weapons from entrenching tools, pioneer gear, etc. I had learned the riot baton as well as bayonet. In the early 70s, baton was taught to a few combat arms units on each post. They were to back up the military police in repelling anti-war protesters.

A low and no gravity system would have to avoid maneuvers that unbalance the fighter. Cocking one’s arm to strike would be omitted. Leaping kicks would also be eschewed, as these would likely send the kicker flying backward. The most likely methods would be grappling: holds, locks and chokes.

A problem emerges in just what holds to use on aliens whose physiology makes it difficult. Imagine a being with an arm more like the prehensile tail of a monkey than that of
a human. And consider a creature with almost no neck, which would be nearly impervious to chokes. The armies of the future might have to develop techniques for fighting adversaries with tentacles, extra arms, or one or more robotic limbs.

Soldiers would be taught to use a knife or stick to enhance grappling.

An important aspect of modern close combat is the use of weak spots and pressure points. Hand to hand fighters are taught to strike vulnerable places such as the throat, base of the skull, collarbones, kidneys, groin and joints. Certain holds put pressure to the throat, neck , limbs, spine and joints. Aliens species may have different weak spots. Some could be “double-jointed” and rather impervious to joint locks. Others may have evolved thicker, more muscular necks that resist strangles and chokes. Some may have evolved a bone structure over the throat or nape of the neck. All this certainly adds new elements to the development of close combat for space. You can be sure that potential alien adversaries would be teaching their troops how to defeat out weak points, just as we would teach ours to attacks theirs.

System developed by other species would reflect their strengths and weaknesses.  At one end would be a lighter, supple species who would capitalize on agility and speed. The other end would be a heavier, slower, bulkier species who would focus on power and strength. Think of a lighter, faster type of King Fu like White Crane opposed to Sambo Wrestling. Each species would naturally builds its system on its own abilities.

I do not think hand-help weapons would change all that much. A few might be issued as weapons, but most would be weapons of opportunity. The standards would be combat knives, short swords / machetes, bayonets / lances and sticks.  A fighter might make do with whatever is at hand, hence axes, impromptu clubs, etc. Someone with good hand-to-hand training could do serious damage with anything he picked up. There may even be specialized hand-to-hand weapons in some species, such as tentacle choppers, antennae loppers and the like.

There would be one other aspect to hand-to-hand combat. The way one fights in normal attire different from how one can fight when encumbered with extra clothing, a space suit or some type of armor. A person would have to be trained to fight in those circumstances. He would also need special techniques, as the presence of a suit would make some methods impractical, if not impossible. There is also the problem of fighting a suited or armored opponent. Again, methods to be used by an unencumbered fighter would be different from those used by one who is wearing armor or a space suit.

Now comes the problem of fighting alien species in their space gear and body armor. Indeed, hand-to-hand combat will be a very intriguing thing under those circumstances. We have an Earthly precedent which can give us a little idea of what is to come. The methods used by frogmen when fighting other divers include cutting air hoses, turning off regulators, unseating masks, and so on. I am sure that there would be a set of close combat techniques for interfering with an adversary’s protective suit and breathing apparatus.

Man to man combat in space and against aliens is going to face very different conditions than what we have encountered on Earth. Be it an individual gunslinger, military squad to hand-to-hand fighter, conditions such as gravity, weightlessness, toxic are and the vacuum of space will affect how one fights.

(This is part of the original thought experiment. I thought our serious sci-fi fans and battle gamers might enjoy it. The idea here is not to provide answer, but to provoke thought on the subject. This all started over devising space game skirmish rules and it quickly snowballed. The experiment has gone past military concerns and now totals about 50 pages.)