Advanced Force Fields
If you've ever tried to build the force screens in Ultra-Tech
with Vehicles, you'll discover that they don't work. In fact,
they don't even come close to working -- the personal
force screen should be 8.5 lb and $10k, the backpack screen
should be 25 lb and $25k, the heavy screen should be a staggering
5700 lb and $7 million. Now, given that Ultra-Tech predates
Vehicles, and was given stats based on the 'looks good to me'
principle, we can hardly expect it to conform entirely to
Vehicles -- but this suggests that the two aren't even working
from the same basic principles.
So...can we come up with a formula which comes closer? As a
matter of fact, we can. A weight of DR2/20,000 works
out to 2.5, 17.5, and 70 lb, which is close enough to the
original 2/25/75 that we can believe we're working from the same
principles. It also has a certain appeal based on how weapons
construction works -- x4 weapon weight gives x2 damage, so why
not have x4 shield weight give x2 DR. Still, it hardly seems
appropriate that weight be completely unrelated to the size of
the thing being protected; in addition, with Space 3e, truly
large weapons stop scaling that way.
So, how can we create a fix for this? If we want to maintain
maximum compatibility with Vehicles and Space, the following
formula works:
- The minimum area of any screen is equal to
- The price of a screen is weight*125 (per 'cheap' screens
in Space 3e)
- For 2x cost, a screen may be 'compact' and half weight.
For 4x cost, it may be 'very compact' and 1/4 weight. In
addition, assume that 'standard' screens when overloaded
merely require cool-down time of about ten minutes,
'compact' screens require repair, 'very compact' screens
are destroyed.
This means that a standard personal screen (8 lb, $1,000)
becomes DR 200 * 20 sf (8 lb, 40 kW), 'very compact', includes a
C cell, total 2.5 lb, $4,100, lasts 9 minutes; a backpack screen
becomes DR 500 * 50 sf (50 lb, 250 kW), 'very compact', includes
a D cell, total 17.5 lb, $25,500, lasts 42 minutes. A heavy
screen remains impractical. Higher tech screens actually have less
endurance, rather than more. Still, this would be tolerable, if
it weren't possible to come up with something better...
However, it is. Consider this scheme:
- First, give your screen a 'strength' and a 'size', where
'size' is the largest object (measured in yards) the
screen can protect, and 'rating' relates to DR. 'Size'
cannot be less than 'strength' -- the screen can protect
a smaller area, but gets no bonus for doing so. In
addition, at TL 12 'size' cannot be less than 10; at TL
11 it cannot be less than 50. For a deflector screen,
strength and size must be equal.
- Now, from these, we compute a 'rating'. The screen rating
is equal to strength * size,
unless size > 100, in which case it
is equal to 0.01 * strength * size
* size. For a deflector, rating is equal
to size2 or 0.01*size3.
- The base weight of the screen is equal to 2 * rating, in
pounds. Halve weight for deflectors.
- The base cost of the screen is equal to $100 * rating.
- The base power consumption of the screen is equal to 5 *
rating kW.
- The base DR of a force screen is 25*strength
at TL 11, (TL-11)*50*strength at higher
tech levels. The base DR of a deflector screen is 0.25.
- Apply modifiers from the table below to get final cost,
weight, and power consumption
- Finally, volume is equal to weight/50.
Basic Screen Options
TL |
Weight |
Cost |
Power |
DRmod |
System |
11+ |
*2 |
*2 |
*2 |
*2 |
+1 Deflector PD (max 3+TL/2) |
11+ |
*0.5 |
*2 |
*1 |
*1 |
Compact Screen. |
|
When overloaded, screen takes damage
equal to HT. |
13+ |
*0.25 |
*4 |
*1 |
*1 |
Ultra-compact screen |
|
When overloaded, screen is completely
destroyed. Not available for deflectors |
Force Screen Variants
While these basic rules are suitable for a wide variety of
science fiction force fields, and probably cover the most common
form, there is actually quite a lot of variation in force field
behavior, depending on your source. Some of the variants I am
aware of are listed below. Most of them are either given
cost/weight multipliers, or DR modifiers. DR modifiers are listed
as a percentage; just add all modifiers.
Overload Variants
The standard GURPS overload formula actually probably isn't
the most common form of screen burnout; that honor probably goes
to the 100/100 overload screen (it is extremely rare to shoot
through screens without burning them out first). A variety of the
more common overload variants are below.
- Explosive Overload A screen with explosive
overload will explode violently when overloaded, doing
(rating)d6 concussion damage, which will be internal to
the affected module.
- Safe Overload: When overloaded, the screen drops
until it can shed an energy level, but is otherwise
unaffected.
- No Overload: The screen has no energy levels, and
never overloads.
- Fragile: Any hit penetrating the shield
automatically overloads it.
- 20/100 Overload: The screen has 100 energy levels,
and takes one energy level per 5% of its base. It loses 1
energy level per second.
- 100/100 Overload: The screen has 100 energy
levels, and takes one energy level per 1% of its base DR.
It loses 1 energy level per second. Any damage past what
is needed to overload the screen is not stopped.
- Slow Discharge: The screen does not discharge as
fast as normal; it loses only one energy level per minute
(or 1%/5 seconds).
- Separate Faces: The screen has separate faces,
which are overloaded and discharge separately. Multiply
weight, cost, and power consumption by the square root of
the number of faces (typically 4). For double cost, you
can shift energy levels from one face to another at a
rate of 1 energy level per turn.
TL |
Weight |
Cost |
Power |
DRmod |
System |
11+ |
*.5 |
*.5 |
*1 |
*1 |
Explosive Overload |
12+ |
*2 |
*2 |
*1 |
*1 |
Safe Overload |
11+ |
*1 |
*1 |
*1 |
*0.5 |
No Overload |
11+ |
*.5 |
*.5 |
*1 |
*1 |
Fragile |
11+ |
*1 |
*1 |
*1 |
*2 |
20/100 Overload |
11+ |
*1 |
*1 |
*1 |
*5 |
100/100 Overload |
11+ |
*.5 |
*.5 |
*.25 |
*1 |
Slow Discharge |
Stoppage Variants
There is quite a lot of variation in what a force screen will
stop; again, it is rare that more than one or two types of
stoppage behavior is appropriate to a given setting.
- Barrier: The force screen basically acts just like
a wall. Common for 'doors' and the like. Usually also a
dual screen. Ground and water drivetrains cannot be used
through a barrier screen (use a flexible or impermeable
screen).
- Cutting Screen: Variant on a barrier screen. Any
object intersecting the screen when it is turned on will
be cut through if possible -- figure 1d(5) cutting per 20
DR, every turn until the obstruction is removed. Assume
this damage also acts as an attack on the screen itself,
to a maximum of whatever damage is required to cut
through the object.
- Flexible: The force screen acts like a somewhat
squishy wall; it can be deformed but not penetrated by
damage (figure about 1" per 10 ST or damage). A
form-fitting flexible screen is treated as nonrigid armor
(i.e. every '6' on damage gets a point through).
- Impermeable: An impermeable screen does not permit
air to pass through it; this may require life support for
those inside. Generally speaking, any rigid screen is
also impermeable.
- Filter: A filter screen keeps out dust and the
like, and will stop wind, but gas can still pass slowly
through the screen.
- Walk-through: The screen can be penetrated by
low-velocity (1 yard/second) objects. Melee weapon use
through the shield is possible as long as the blow is
quite slow -- you may use thrusting weapons at half ST,
and +2 to active defense rolls.
- Velocity-limited: Low-velocity projectiles are not
stopped by the field. See the full description in UT 2.
- Energy Screen: Like velocity-limited, but more so.
Full effect against lasers, disrupters, paralysis beams,
neural weapons, X-ray lasers, grazers, and
disintegrators, and any other weapons which use
electromagnetic energy. Half effect vs blasters and
pulsars, but ignores the armor divisor for a pulsar. No
effect vs other weapons. +100% DR.
- Kinetic Screen: Reverse of an energy screen. Full
effect vs explosions, guns, fire, flamers, stunners,
screamers, gravetic weapons, and fusion weapons. No
effect vs lasers or particle beams. +50% DR.
- Energy-absorbing Screen: Like a standard screen,
except that it actually absorbs the power of
attacks that hit it. It has 1/10 the normal power
requirement, and when discharging it actually generates
0.001 * DR2 kilowatts of power. May also be
explosive. In some settings it may draw heat from the
atmosphere, in which case it will tend to overload if
used in atmosphere.
- Disintegrator Screen: a disintegrator
screen, rather than creating a field that stops attacks,
creates a field that protects against projectiles by
destroying them as they pass through the field. A
disintegrator screen damages objects which touch it, as
per a cutting screen (though it is not limited to objects
intersecting the screen when it is turned on). It also
protects against projectiles by destroying them -- use
normal DR against projectiles (attacks which do enough
damage to penetrate are large enough or fast enough to
get through without being destroyed). Against large
projectiles (anything the screen cannot destroy in a
turn) it does not provide any protection. Armor divisors are
effective against a kinetic screen -- as a rule, armor
piercing ammunition is denser, harder, and tougher than
normal ammunition. Disintegrator screens are ineffective
against energy weapons, and are only overloaded by large
objects.
- Proportional: The screen will not stop more than a
certain percentage of the force of an attack.
TL |
Weight |
Cost |
Power |
DRmod |
System |
11+ |
*1 |
*1 |
*1 |
*1 |
Barrier Screen |
11+ |
*1 |
*1 |
*2 |
*1 |
Cutting Screen |
12+ |
*1 |
*1 |
*1 |
*1 |
Flexible Screen |
11+ |
*1 |
*1 |
*1 |
*1 |
Impermeable Screen |
11+ |
*1 |
*2 |
*1 |
*1 |
Filter Screen |
11+ |
*1 |
*1 |
*1 |
*1 |
Walk-through Screen |
11+ |
*1 |
*1 |
*1 |
*1.5 |
Velocity-Limited |
11+ |
*1 |
*1 |
*1 |
*2 |
Energy Screen |
11+ |
*1 |
*1 |
*1 |
*1.5 |
Kinetic Screen |
12+ |
*2 |
*2 |
*.1 |
*1 |
Energy-Absorbing Screen |
11+ |
*1 |
*1 |
*2 |
*1 |
Disintegrator |
11+ |
*1 |
*1 |
*1 |
*1.1 |
Proportional: 98% |
11+ |
*1 |
*1 |
*1 |
*1.25 |
Proportional: 95% |
11+ |
*1 |
*1 |
*1 |
*1.5 |
Proportional: 90% |
11+ |
*1 |
*1 |
*1 |
*2 |
Proportional: 80% |
11+ |
*.25 |
*.25 |
*.25 |
*2 |
Proportional: 50% |
*Any system not listed does not affect the stats of the
screen.
Shooting out from inside a shield
The standard GURPS force screen allow you to fire out from
inside the screen without penalty. Force screens in literature
are quite variable on this issue, however; many force screens
somewhat restrict firing out through the screen. Many screens are
'dual' screens, actings as barriers from both inside and outside.
Dual screens will also affect reaction engines; how they interact
with reactionless engines depends on your preferred technobabble.
- Slow: A slow dual screen requires at least a turn
to form, allowing people to notice that it is going on,
and shoot, get through it, whatever.
- Flicker: A flicker screen can't be shot through,
but can be activated and deactivated instantly. You can
block with Force Screen (a PE combat skill)/2, which
allows raising the screen in time to block an attack;
once activated, it is on until the next turn. A flicker
screen which is discharging draws full power, but can be
otherwise 'off'.
- Fast Flicker: Similar to a flicker screen, but can
be flickered many times a second. Will shut off long
enough to fire weapons, and then reactivate. You can only
shoot through the screen by waiting for someone to shoot
out, in which case assume that the screen will block
anyway on a roll of (TL) or less on 3d6.
- Portal: A portal screen can be fired through by
creating small holes in the screen. The holes can be
fired through at -10 to hit. Bonus depends on how fast
the holes close -- halve the above bonuses.
- Tuned: A tuned screen can be set to permit
specific frequencies of energy through; typically this
only applies to lasers, though it might also apply to
gravmops. You can automatically detect the frequency a
screen is tuned to if the vehicle fires; otherwise this
requires an AESA roll at -5 or a Radscanner roll at -10;
the active sensor attempt will be noticeable. A tuneable
energy weapon is double cost, except for rainbow lasers.
Bonus depends on whether the screen has a preset
frequency, can be changed slowly (as an engineering
task), or can be changed quickly (as an
Electronics/Screens task). A tuned weapon should also
take one of the above options (usually 'slow')
TL |
Weight |
Cost |
Power |
DRmod |
System |
11+ |
*1 |
*1 |
*1 |
*2 |
Slow Dual |
12+ |
*1 |
*1 |
*1 |
*1.5 |
Flicker |
12+ |
*1 |
*1 |
*1 |
*1.2 |
Fast Flicker |
12+ |
*2 |
*2 |
*.1 |
*1 |
Portal |
11+ |
*1 |
*1 |
*2 |
*.9 |
Preset Tuned |
12+ |
*1 |
*1 |
*1 |
*.8 |
Slow Reconfiguration |
12+ |
*1 |
*1 |
*1 |
*.7 |
Fast Reconfiguration |
Shape Oddities
The standard force screen is assumed to be a sphere or oblong
shape. Still, there's a lot more possible shapes out there.
- Plane Shield: Instead of being a sphere, a plane
shield is a flat plane, with the same size limitations as
a normal screen. A plane shield at least half the size of
the user may be used as a shield -- it has PD 4 if built
as a force screen (and may be overloaded), half normal PD
if built as a deflector (max 4).
- External Node: The force field forms as a flat
plane stretched between several (three or more) nodes
(divide weight/cost between the nodes). The nodes
themselves lie outside of the protected area, and may be
destroyed without destroying the screen.
- Internal Node: As above, but the nodes are inside
the screen.
- Form-following: The force field conforms to the
shape of an object. The total surface area of the
protected object cannot exceed 10 * Size2.
- Grid Shield: The force field conforms to the shape
of a grid along the surface of a vehicle (can be cloth or
other materials). The grid is 0.1 lb and $10/sf.
Otherwise identical to a form-following screen.
- Projective Field: The force screen can be
projected about other objects, rather than being around
the vehicle itself. Maximum projection range is a
multiple of the size of the screen. The projected screen
has half DR (and half ST, for manipulator fields).
- Simple Shape: The field can be formed into simple
shapes; useful for fitting around odd-shaped structures,
or for forming a streamlined field (any field at least
half again larger than the contained vehicle can act as
'superior' streamlining).
- Complex Shape The field can be shaped into more or
less any desired shape, though complex shapes need to be
programmed in, and may take a while to form.
- Manipulator Field: A barrier force screen can be
designed so it can actually be used to apply force to
objects. It normally has a ST of (Base DR)/5, and does
not discharge while being used in this way. ST can
increase to equal DR at a cost of gaining 1 energy level
(or 10%) per turn the extra strength is used. You must
also take simple or complex shape; if you take complex
shape the screen may do cutting or impaling damage.
- Force Objects: The field can be used to create
3-dimensional force 'objects'. In order to do this,
simply take 'projective field' and 'manipulator field'.
Note that a DR 10 screen will seem about as strong as a
normal human being under normal circumstances.
- Force Holoventure Zones: Allows creating a solid
version of a holoventure zone. Objects created within the
area use their size (in yards) as their SR for
determining DR, ST, etc; the screen must have enough Size
to cover the entire holoventure zone (a normal
holoventure zone has a maximum length of 5*sqrt(number of
units) yards).
TL |
Weight |
Cost |
Power |
DRmod |
System |
11+ |
*0.5 |
*0.5 |
*0.5 |
*1 |
Plane Shield |
12+ |
*0.5 |
*0.5 |
*0.5 |
*1 |
External Node |
12+ |
*1 |
*1 |
*1 |
*1 |
Internal Node |
13+ |
*1 |
*2 |
*1 |
*1 |
Form-Following |
12+ |
*1 |
*1 |
*1 |
*1 |
Grid Screen |
12+ |
*2 |
*2 |
*1 |
*1 |
Projective Screen -- range = size |
12+ |
*2 |
*2 |
*1 |
*1 |
*10 range for projective screen. Max x1000 |
12+ |
*2 |
*4 |
*1 |
*1 |
Simple Shape |
13+ |
*4 |
*8 |
*1 |
*1 |
Complex Shape |
13+ |
*2 |
*4 |
*2 |
*1 |
Manipulator Field |
13+ |
*20 |
*100 |
*10 |
*1 |
Force Holoventure |
Sensor Oddities
Force screens might have a variety of odd effects on sensors.
The standard GURPS force screen prevents use of active sensors to
probe inside the field, and prevents use of passive (but not
active) sensors from within the field. Note that this makes
almost no sense.
Standard Screens
- Starship Screen: a 1-space screen is Size 100
(covers a Size +10 vehicle), Strength 100 (cDR=50 *
TL-11, or 25 at TL 11), Power consumption 50 MW,
10 tons, price
$1,000,000. *8 units gives *2 strength and size.
- Star Trek Screens: starship-grade
screens with 20/100 energy levels, 4 faces, and slow
discharge; this gives them *1 weight/volume/cost, *2 DR, *.5
power consumption. Arguably they also have proportional:
95% or 98%, since they seem to occasionally get battered
through the screens.
- Lensman Shields Lensman shields have no special
properties other than 'velocity-limited'.
- Traveller Black Gloves A traveller black globe is
a TL 12+ force screen with barrier, energy absorbing,
explosive overload, and fast flicker (dual). If equipped
with TL 12 capacitors, a 1-space screen is DR 6,000,
10T, $1,000k, and draws 5 MW or outputs 36 MW. It
is opaque, and invisible to sensors.
- Deflector Shield (TL 11) PD 8 deflector, Size 1
(rating-1), Rigid, Plane Shield, Compact. 1 lb, $800, 10
kW, lasts 15 minutes on a C cell.
- Deflector Belt (TL 12) PD 6 deflector, Size 2
(rating-4), impermeable, form-fitting, compact. 2 lb,
$1,600, 20 kW, lasts 9 minutes on a C cell.
- Ward (TL 12) PD 8 deflector, Size 4 (rating 16),
plane field. 32 lb, $3,200, 160 kW, lasts 112 minutes on
an E cell.
- Personal Force Field (TL 13) Size 2, Strength 2
(rating 4), ultra-compact, form-fitting. 20 kW, 2 lb,
$3,200, lasts 10.5 minutes on a C cell.
- Backpack Force Field (TL 13) Size 5, Strength 5,
ultra-compact, form-fitting. 125 kW, 12.5 lb, $20,000,
lasts 17 minutes on a D cell.
- Heavy Force Field (TL 13) Size 10, Strength 10,
ultra-compact. 500 kW, 50 lb, $80,000, lasts 42 minutes
on an E cell.
c. Anthony Jackson, Jul 11, 1999