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  #11  
Old June 11th, 2019, 10:22 PM
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Quote:
Originally Posted by mike wightman View Post
The fusing of hydrogen produces deuterium, a positron and a gamma ray . . .
And an electron-neutrino, just to be nit-picky .
(Not that it would make any difference).
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  #12  
Old June 11th, 2019, 11:11 PM
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Originally Posted by mike wightman View Post
I don't see why a plasma gun or fusion gun need to be emitting ionizing radiation at all.

A plasma is only radioactive if made from an element that is radioactive to start with - shooting a bolt of hydrogen plasma is not going to emit ionizing radiation.

That bolt of plasma could be moving at up to 100km/s if magnetically accelerated, but there is no source of ionizing radiation.

A fusion gun is described as:

Now this is where magic technology must be invoked - perhaps a gravitic containment field to squeeze the plasma, or perhaps damper technology is involved.

The fusing of hydrogen produces deuterium, a positron and a gamma ray; the positron and gamma radiation can be contained within the weapon itself and all you are firing is a bolt of deuterium.
Deuterium fuses much more readily than does hydrogen, so the deuterium is going to undergo fusion as well, which produces neutrons and a lot of energy, along with Helium-3. Your bolt is going to be composed of a range of fusion products, not just deuterium. As soon as that bolt is out of some form of confinement, that extremely hot gas is going to be expanding into all directions, very rapidly. Unless you have some magical means of continuing confinement once it leaves whatever incredibly heat-resistant barrel you have to aim it, it is going to turn into a very rapidly expanding ball of extremely hot gas, including a nice batch of very fast-moving neutrons. Basically, the explosion occurs as soon as it leaves the barrel. Scratch the firer and anyone in the immediate vicinity.

Then you have the fact that your "bolt of deuterium" has to be extremely small, as a fusion drive has a specific impulse of around 3.1 Million to 4 Million (based on the figures used in Thrust Into Space. bu Maxwell Hunter). That means a pound of material from a fusion drive produces between 3.1 and 4 Million pounds of thrust. That is the recoil that you are going to have to deal with.

One basic question. How are you confining the material once fusion starts?
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  #13  
Old June 12th, 2019, 01:58 AM
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Quote:
Originally Posted by mike wightman View Post
Not according to LBB4:
AHL shows marines in Combat with a mix of FG, GR, and LR (Fusion, Gauss, and Laser rifles).

the marines in BD have mostly FG's, but some LCs.

The JTAS on the 4518 LIR doesn't specify infantry armament.

There is an article on the Zhodani... JTAS 11...
Teleport Commandos and Jump Troops: BD and PGMP-13's, with 1 FGMP-14 per squad.

Line Infantry: CA and Gauss Rifles, 1 PGMP-14 per squad

Lift infantry in non-infantry units: As Jump Troops.
Lift infantry in pure infantry: transitioning to BD, but not to PGMP/FGMP.
The TL15 IM's per Loren's JTAS-12 article (clearly later ignored by other GDW staff) are 100% BD, and 100% FGMP-14... even for the support... but that this is abnormal.
... but not specifying what is typical for the Army. The implication is read variously...

Note that the marines generated in all later systems except GT do not meet Loren's prescriptions; if they did, we'd see Vacc Suit and High Energy Weapons as the R&S skills; but no, Vacc Suit and Large Blade (in MT); the T4 marines are too low tech for either; the TNE Marines aren't uniformly TL14+, and aren't Imperial; they represent the RCMC, instead, and it's TL12. T4 is 600 years before.

THe only later support for the all battle dress all the time and all fusion guns all the time is Striker II... which is a bland every imperial troop shown is HBD and 14.7cm FG...

This is a case where the fluff SERIOUSLY mismatches the Char Gen... because the Rules are Genre, and the fluff is exemplar within... a GM can impose those changes... (or run GT)...

It's worth noting that both imperial and zhodani do NOT equip all elite forces with peak TL EXCEPT in Striker II... and that';s a clear case of got lazy and did a quick cut and paste. (Proper thought out would have reduced by 1 page by consolidation because they all are equipped almost identically.
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  #14  
Old June 12th, 2019, 04:54 AM
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Quote:
Originally Posted by Winged Cat View Post
Indeed, FGMPs are more specialized tools of destruction than they may seem at first. They are for cases where you really need man-portable maximum destruction because the long-term consequences of letting your target to continue to exist are just that bad.
Exactly this - they are not just the biggest guns players can get their hands on. They have a specific application, and it is a very limited one.

It would be marvellous (for the players, for a while) if they could board a ship with an FGMP... but that might not make for such a good game. By pushing their destructive capabilities as high as they are, FGMPs do become the Big Gun, but certainly a little too big for all but the most extreme situations.

So, it is kind of an 'event' when they do come out in a campaign. They remain special.
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Old June 12th, 2019, 11:10 AM
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May be of interest, this is what we have in 2300AD for the PGMP:

A plasma gun contains a laser ignition system in the weapon that superheats a hydrogen-telluride fuel pellet to a plasma state. The plasma is contained in the ignition chamber briefly and then allowed to escape through a magnetically focused field along the weapon’s barrel. The high velocity plasma bolt is initially about two millimetres in diameter but begins to dissipate almost immediately. Dissipation is minimised by having the bolt ride a ‘tunnel’ of heated air generated by a laser beam from the weapon.

The ammunition for the weapon consists of photonic core plasma cells, each containing a fast discharge battery to pump the weapon’s laser ignition and pathfinder beam, and a fuel pellet for the plasma bolt. After firing, the spent cells are ejected and are not reusable. Some care must be exercised in the selection of the location of the plasma gunner as ejected cells are extremely hot, with semi-molten centres, and can cause minor burn injuries to other troops (1D-2 damage), or even ignite dry, flammable materials.
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Old June 12th, 2019, 12:57 PM
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Where does all the hydrogen telluride come from? Tellurium is as rare as platinum on Earth, that's going to make for rather expensive ammunition.

Also hydrogen telluride decomposes to hydrogen and tellurium at room temp, so you are going to have to refrigerate your ammunition.

Since you are handwaving this why not just use metallic hydrogen as the ammo?
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Old June 13th, 2019, 09:36 AM
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Shock and awe.

Combination flame thrower and light machine gun.
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Old June 13th, 2019, 01:21 PM
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Quote:
Originally Posted by AnotherDilbert View Post
Battledress protects you from X Rads from each attack, not just once.

Quote:
Originally Posted by MgT2 Core, p94
Radiation is a very present danger to many Travellers, whether
in combat or exploration. Some armour provides a measure of protection against radiation, as noted in the Rad column of the armour table. This amount of protection is deducted from the rads a Traveller receives every time he is exposed to radiation.
So, Battledress protects you from the radiation side-effect of FGMPs.
But like any energy, if you have multiple sources of that radiation, you add them up.

If you have twice as many light bulbs, it's twice as bright.

So, if you have something that can protect against X*1.2 of something, and two things emitting X (i.e. 2X), then you don't have enough coverage.

I don't know anything about protecting from radiation beyond using sun block or a "sun shirt". But I don't think that they way the "rads" ratings are expressed, that they can necessarily be a "per source" thing, you have to add stuff up.
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Old June 13th, 2019, 01:43 PM
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From MgT2:CB, page 126:

Quote:
FGMP (...) and fires what amounts to a directed nuclear explosión. Those without radiation protection who are nearby when a FGMP is fired will suffer a potentially letal dose of radiation
While not specifying it, I guess the same rules should apply to those nearby the FGMP hit. See that nearby is quite an ambiguous term, though...

So, I'd say using FGMP is as insane as using tac nukes. See also this old thread I started about other considerations in OTU...
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Old June 13th, 2019, 02:34 PM
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Quote:
Originally Posted by whartung View Post
But like any energy, if you have multiple sources of that radiation, you add them up.

If you have twice as many light bulbs, it's twice as bright.

So, if you have something that can protect against X*1.2 of something, and two things emitting X (i.e. 2X), then you don't have enough coverage.

I don't know anything about protecting from radiation beyond using sun block or a "sun shirt". But I don't think that they way the "rads" ratings are expressed, that they can necessarily be a "per source" thing, you have to add stuff up.
"But like any energy, if you have multiple sources of that radiation, you add them up.
If you have twice as many light bulbs, it's twice as bright."

Whartung, indeed, the point you make about adding up the rads from the various sources (shots) of radiation is exactly what I was driving at in my initial posting. Even with protective battledress/combat armor/HEV suits, if multiple fusion weapons are firing (or if the same weapon fires multiple times) in the same firefight, then that location will become so irradiated as to overcome the protection of even this armor. So for infantry to use the FGMP, unless there is only one firing very few times, is suicidal. Mkes mor sense for them to use the PGMP, gauss rifles, heavy laser rifles, and tactical AT missle launchers.
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