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:

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:

  1. 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.
  2. 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.
  3. The base weight of the screen is equal to 2 * rating, in pounds. Halve weight for deflectors.
  4. The base cost of the screen is equal to $100 * rating.
  5. The base power consumption of the screen is equal to 5 * rating kW.
  6. 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.
  7. Apply modifiers from the table below to get final cost, weight, and power consumption
  8. 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.

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.

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.

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.

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

c. Anthony Jackson, Jul 11, 1999