Topic: "Subs"?

So... there had been some talk in the past about "submarines" being a good addition to Iron Stars.

What do people think?

How might they work?

What would be the techno-babble explanation for same?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: "Subs"?

Non-reflective, non-metallic hulls...limited to VS and S in hull sizes.  After all, they gotta be sneaky enough to dodge the Mk I eyeball.  They'd tend to lurk in the dark of the planetary shadows...maybe equipped with infra-red scopes. 

Say something like:

Seawolf class Sub
Hull size 3 (VS) {non-metallic, black hull- takes dbl hull hit damage}
BAV: 0
BTR: 8
Prime: -
Second: -
Light Gun: 1/d4(x1)

Equip: Torpedoes 4/d6(x3)
Infra-red night scope

(no...I didn't do any calcs so if the SUs are off, it's because I did this only as example)

This of course may be impacted by some other developments related to the moon sphere plot developments. wink

Re: "Subs"?

Ooh Ooh, I was asking about subs  smile


One way might be to simply give the sub player a few markers to represent his hull.  One being actual, the others representing "dummy" signatures.  You can rule out the fake counter versus the real thing by having an opposing enemy ship or FAC come within a certain distance of the thing, or by targeting it with weapons fire.  Apply a gunnery penalty to hit each?  Once a fake/dummy counter has been hit, it's removed from the table. 

The real sub could also reveal itself the moment it opens fire.

For techno-babble, I don't know.

Re: "Subs"?

I'd go with a more science-fantasy take on them, rather than just making them conventional stealth ships.  The tech in IS is already pretty far out there in terms of real-world physics.  Let them "submerge into the sub-ether" or somesuch.  Good precursor tech for FTL, which you'll want someday down the road.

Game-mechanics-wise, diving or surfacing would take place at the start of a turn.  A sub that dives gets replaced by a contact marker, which should be hard but not quite impossible to hit without specialized weapons, with damage going to the sub as normal (or maybe multiplied by two, making subspace dangerous).  A contact marker should be able to move, but not accumulate momentum, which will make them slower than equivalent-size ships.  Subs can fire torps (only) from a contact marker, but should probably take a penalty of some kind (double range?), or they can surface at the start of a turn to make normal attacks.  To represent surprise and difficulties in tracking, subs should move after all ships, but (probably) before FACs.  Subs should also have a limitation on how many consecutive turns they can stay under before surfacing...the chill currents of the sub-ether can only be withstood for short periods, you know.  smile

The gear required to make a regular hull submersible should be bulky and expensive, and should probably scale upwards dramatically (like the gyrostabilizers) to discourage large subs.  Some specialized sub-hunter weapons would also be in order, probably some kind of "subether charge" or minefield-like weapon, which would be strong against contact markers but weak or useless against "surface" targets.

That's my two cents.

Rich

Re: "Subs"?

I was thinking that aether-subs would float about in the lower tendrils of the ether layer where larger ships travel. They could only attack with torpedoes and would only be susceptible to aether-depth-charge attacks, or in keeping with what's already around, patterns of charges (mine factors). Submarines would only track hull and thrust hits for damage and could not (this is prior to WWI, after all) mount guns. Because the sub-ether lacks gravity defying properties of proper ether, submarines could only travel very slowly and could not actually stop without coming up into the proper ether. Perhaps keeping in tune with early submarine warfare, the submarines would suffer a penalty firing torpedoes up through the sub-ether to hit shipping?

I picture aether-subs to look about as stripped down as Brigade's Pirate torpedo nefs (without the spar at the front). The miniatures could simply be put on a half height flying stand to represent their sub-ether-ness.

Just my two cents.

Mike B.

Re: "Subs"?

Thinking on this a bit more... I see "subs" coming into play particularly in the asteroid belts...lots of rocks with dark shadows and stuff to really mess with radar signatures or even provide 'camo' making the sub harder to spot and allowing it to ambush its target then fly away and get lost amidst the rocks and shadows again. Again...the size being limited to VS and S hulls.

So the sub hull looks like a small asteroid to casual observation. slow moving with recessed propellers and sails that extend out when cruising. Armed primarily with torpedoes and/or mines...maybe rockets in rare or less developed instances.  suddenly those lone floating asteroids...or nice profitable asteroid claims become less certain and...safe.  FACs now have a new mission...scouting ahead into these areas to ensure the safety of the  mining convoy or patrolling warships. :twisted:

<vent open> From a 'literal' perspective (meaning from the stories of Wells and Verne), the ether is merely an extension of the atmospheres of planets though very thin and such.  The only levels it has are as you get closer to a planet where it becomes thicker...it's not hyperspace a la the weberverse or B5.  Trying to move it in that direction ruins the VSF feel of the game IMO. <vent closed> 

Besides...we've not run into the cloaked vessels of the Masters of Pluto from which to steal such advanced technology... tongue

Re: &quot;Subs&quot;?

Well I love the idea of a sub.  And I don't think every bit of kit has to be reverse engineered from some other superior race.  We invented the lightening projectors and the FAC, for crying out loud, without the Martians hittin' us with such doo-hickeys.  The Commies are the only ones with heat rays.

I kind like the idea of a hull being able to slip in and out of different layers of the ether.  The first experiments could have gone horribly wrong....

Re: &quot;Subs&quot;?

Wow... some good discussion here.

My two pence is that there's really no way I can justify ships that literally "submerge" into the ether -- but I want something more tangible than just black paint and hiding between asteroids; heck, any ship should be able to do that, right? smile

So, my thinking had been that "subs" in IS would be more like cloaking devices in Starmada than actual wet-navy submersibles. Consider...

We've already established that the ether, while normally unable to affect matter, can be energized to provide a substance against which propellers/sails can push. What if it can also be used to bend light around an object?

I agree that VS and S hulls are more suitable to "subs"; but I don't want to strictly limit them in such a fashion. It should be a simple matter to set up the mechanics so that larger vessels are less efficient/effective at "submerging", thus encouraging small submarines -- but if you want an ether version of the Japanese I-30, you can build it.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: &quot;Subs&quot;?

Note that the rough ideas for rules that I posted would work just as well for an inviso-power sub as for a sub-ether diver.  The tech fluff is largely irrelevant to the game mechanics in this case.  A true "stealth" sub (whether disguised as a rock, or just painted fancy) would probably require different rules, though, with more of an emphasis on spotting ranges and the like.

For me, a sub that can't perform the equivalent of "diving" (ie becoming hard to hit without special weapons, and having restricted attack options) or "surfacing" isn't really a sub.  Part of that requirement should include some kind of time limit on how long you can stay under...maybe the inviso-cloak overheats rapidly, or the sub-ether is just plain dangerous to loiter in, or whatever...but you should have to surface or face damage at some point.

Rich

Re: &quot;Subs&quot;?

hundvig wrote:

For me, a sub that can't perform the equivalent of "diving" (ie becoming hard to hit without special weapons, and having restricted attack options) or "surfacing" isn't really a sub.  Part of that requirement should include some kind of time limit on how long you can stay under

That can be arranged.

I agree with the special weapons part... some type of area effect weapon ("depth charge"?) that is less accurate than normal weapons (and therefore undesireable against non-submerged targets) but that can be used to saturate the area of a contact marker.

Further, the accuracy of guns is affected by the ether-cloak thing, restricting submerged ships to using torpedoes...

Finally, the longer the ship remains submerged, the more likely it is to overheat or blow up or something; this can be based on the size of the ship, thus encouraging the VS/S subs over L/VL ones.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: &quot;Subs&quot;?

cricket wrote:

Wow... some good discussion here.

My two pence is that there's really no way I can justify ships that literally "submerge" into the ether -- but I want something more tangible than just black paint and hiding between asteroids; heck, any ship should be able to do that, right? smile

So, my thinking had been that "subs" in IS would be more like cloaking devices in Starmada than actual wet-navy submersibles. Consider...

We've already established that the ether, while normally unable to affect matter, can be energized to provide a substance against which propellers/sails can push. What if it can also be used to bend light around an object?

I agree that VS and S hulls are more suitable to "subs"; but I don't want to strictly limit them in such a fashion. It should be a simple matter to set up the mechanics so that larger vessels are less efficient/effective at "submerging", thus encouraging small submarines -- but if you want an ether version of the Japanese I-30, you can build it.

Okay...THAT I can see making sense within the setting. smile  In fact...it could work well into some of the other stuff I'm rattling around in my head with the Icelanders.  :twisted:   
I'd think, at first at any rate, that the light bending effect would only be effective from a single arc (or at least leaving the aft aspect open) and for the smaller ships.  As the tech is further refined through WWI it becomes easier to generate the power to shield larger vessels...though, for myself, I'd have a hard time justifying anything larger than a typical heavy cruiser sized hull.

I assume since the power plant and fixtures for this tech are going to be pretty...extreme...that a 15-20% SU requirement would be reasonable?  dunno how to base the points cost since it provides both an substantial offensive and defensive bonus.

what would be the drawbacks to equal out the benefits?  no armor allowed for the sub (BAV 0) since it interferes with the bending effect and energy mesh embedded in the hull?

Re: &quot;Subs&quot;?

cricket wrote:
hundvig wrote:

For me, a sub that can't perform the equivalent of "diving" (ie becoming hard to hit without special weapons, and having restricted attack options) or "surfacing" isn't really a sub.  Part of that requirement should include some kind of time limit on how long you can stay under

That can be arranged.

I agree with the special weapons part... some type of area effect weapon ("depth charge"?) that is less accurate than normal weapons (and therefore undesireable against non-submerged targets) but that can be used to saturate the area of a contact marker.

Further, the accuracy of guns is affected by the ether-cloak thing, restricting submerged ships to using torpedoes...

Finally, the longer the ship remains submerged, the more likely it is to overheat or blow up or something; this can be based on the size of the ship, thus encouraging the VS/S subs over L/VL ones.

I'm liking this myself. smile

Re: &quot;Subs&quot;?

Instead of blowing up, can we have the risk of crew casualties adding up?  Some kind of poisoning, be it radiation, heat, etc etc..........

Really, it would stress the horrific side effects of crude technology.

Re: &quot;Subs&quot;?

themattcurtis wrote:

Instead of blowing up, can we have the risk of crew casualties adding up?  Some kind of poisoning, be it radiation, heat, etc etc..........

Really, it would stress the horrific side effects of crude technology.

Done.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: &quot;Subs&quot;?

Am I the only actual submariner on the forum? Just curious....

Anyway, as to technobabble:

"How can they make ships that evade our telescopes, lookouts, and Heat Scopes? Quite an interesting bit of kit that..."

"The Aether is what makes extended flight through space possible, as without it, we'd have to rely on simple rockets to move. Rockets require reaction mass, and that can run out very quickly over the distances between the planets."

"The Aether can be pushed against, like the sea can, making our sails and props interact when energized properly via the Aetherdrive apparatus. Subs take a slightly different approach, using the Aether itself to bend light and heat radiation"

"The only problem is one of power, really.- that, and avoiding being fried like a fish in a pan. Super-aetheric screens must concentrate enormous quantities of Aether into a small area in order to work. While we can sense the Aether wake, it's not nearly accurate enough a thing to target a main gun at. That means that the power plant must be must larger than the one aboard a dreadnought - just to hide a frigate sized ship."

"You must realize, also, that a normal ship radiates a lot of heat from it's Zero Point Accumulators as they operate - you've been in the engine rooms. They aren't covered with soot anymore, but they still largely resemble the 'Black Gang' that shoveled coal in our old paddlewheelers. That heat can kill, as can the radiations that emanate from the Electron Piles that are the core of the Accumulators"

"Normally, the radiations are low enough that they can be ignored, and we can space the engine room in such a way as to use the ship itself to absorb it. Super-aetheric screens concentrate that, while deflecting the lighter radiations that we use to see the ship with. They use lead shielding in some of them, taking up even more precious space."

"Add into all this the fact that - while under the screen - super concentrated Aether also drags on their hull almost as much as the oceans of Earth would - so they are unable to build up any momentum, making them terribly slow. This makes them hard to hit, but slow, short-ranged ships. And the larger they are, the more power is required"

"If I double the hull size, I need EIGHT times the power to achieve the same result ...have I totally confused you, or do you think you understand it?"

--------------------------

Needed Tech:
AetherScope, Super-aetheric screens, Radiation Shields, Heat Sinks?

I'd like to call them something else besides 'submarines', if someone can come up with a suitably Edwardian name....'Subaether ship' is a mothfull.

Another note, a 'Sub Tender' could carry in a squadron of small subs, making it as powerful as a FAC carrier....

Re: &quot;Subs&quot;?

How about "Benders" for the short name.

Sorry Mike...I was training to be a jarhead myself.  *good natured jibe* After all, squids were a lower form of marine life I was told in biology class. *chuckles* wink

I like the proposed fluff presented!  The aft aspect would almost have to be left open though since the shield is concentrated ether, the props need to have something to push against.  This would mean the ether wake would also be super-heated giving it that heat distortion effect and making it more readily visible than the almost undetectable wake of normal vessels.  This would negate the need for scopes beyond your look-outs knowing what to look for.  Very similar to the small wake left behind a periscope on a wet sub. smile   I like the drag but don't know if more than a -1 or -2 to the BTR would really be warranted...since the shield would most likely follow the basic shape of the actual hull.  Make 'em too slow and they're dead meat after they fire or are spotted.

Gonna think on this some more too...has my engineering gene curiously engaged. *chuckles*

Re: &quot;Subs&quot;?

I like the techno fluff, You know sub aircraft carriers will be fun  lol  Just dup a load in the middle of someone's convoy and watch the fireworks.

As for a name looking at history what about ethier:

Turtles (Worlds first sub.) cicra 1775

Or prehaps more fitting

Nautilus/Nautili? (Personaly I like this one)

Re: &quot;Subs&quot;?

Just limiting them to no momentum will make them pretty slow compared to "surface" ships, as well as making them vulnerable to gunfire the turn they first "surface" (assuming the momentum-vs-gunsize chart is in use, rather than the ship-size-vs-gunsize one).  I like the "crew casualties for staying under too long" idea a lot.

Good fluff, too.

Re: &quot;Subs&quot;?

thedugan wrote:

Needed Tech:
AetherScope, Super-aetheric screens, Radiation Shields, Heat Sinks?

Don't forget "depth charges".
:wink:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: &quot;Subs&quot;?

Aetheric shock charges, you mean?

Re: &quot;Subs&quot;?

Aetheric Shock charges were developed as a means to 'flush out' enemy Benders.  wink   These torpedo-like affairs consist of a small propulsion system and a very large capacitor similar to those used in a lightening gun.  Not meant to be incredibly accurate, the charge is fired in a desired direction and travels until it's time-delay fuse zeroes.  The capacitor discharges and super-charges its area-of-effect.  If a Bender is present in this area it may be damaged or forced to 'surface' in order to avoid cooking its crew.

SU cost, similar to a torpedo.
Range: Set at time of firing.  Max of 9" suggested.
Area-of-effect: 1" diameter +1" per damage multiplier. (so a d8/x1 charge would have a 2" diameter AOE and a d8/x5 charge would have a 6" diameter AOE.)
To Hit: Rolled normally with whatever penalties apply from the ether shield if the Bender is in the AOE. 
DMG: Rolled as a torpedo on a d12 if the hit is successful in addition to a -1 per damage multiplier to the time the Bender may be submerged without cooking the crew.  If the hit misses, the crew cook time is reduced by -1 regardless of the charge damage multiplier if the Bender is in the AOE.
Cost: same as a torpedo I'd think.

Optionally: The AOE could be 1" per damage multiplier of the charge and the damage and cook-out time penalty set at a single d12 roll and -1 respectively if within the AOE.

Re: &quot;Subs&quot;?

Nice! I like it..

Guess noone liked my names  :cry: I am so hust *sniff*

Through Bender is kinda nice I suppose, if I can keep a straight face as I say it.

Re: &quot;Subs&quot;?

go0gleplex wrote:

If the hit misses, the crew cook time is reduced by -1 regardless of the charge damage multiplier if the Bender is in the AOE.

"Crew cook time"?

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: &quot;Subs&quot;?

Faustus21 wrote:

Nice! I like it..

Guess noone liked my names  :cry: I am so hust *sniff*

Through Bender is kinda nice I suppose, if I can keep a straight face as I say it.

Maybe it's worthy of a poll...

Anyway, "Bender" is just the sort of name the troops would cook up, what with the innuendo and all.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: &quot;Subs&quot;?

We need to decide whether Rich's idea of a "contact" marker is best, or if subs/benders/whatever are taken off the board entirely.

Or, should the things be abstracted even further?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com