I will more than happily provide material of the screw ups of Virus.
Ok, this will be VERY lengthy stuff so bear with me.
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Clearly, the Star Trek: Deep Space 9 episode “The Die is Cast” established what Wong called the Death Star’s superlaser (erroneously): a benchmark. The superlasers did not establish a true benchmark for Imperial firepower, because they were not in any way, shape or form common weapons. The Imperial star destroyer turbolasers, on the other hand, were more indicative of the norm. Virtually no starships carried superlasers (the Eclipse and not-produced Sovereign class star destroyers), and the ones that did, did not have superlasers any near the power of the ones installed in the Death Stars. The Romulan disruptor weapons, plasma torpedoes and Cardassian phaser cannons were not in any way, shape or form un-common; they were standard installation weaponry, and the Romulan warbirds have been compared in firepower to the Galaxy-class starships of around 2364-2365. The arguments of Star Wars absurdists against the complete and obvious reality of what Star Trek firepower is capable of is the result of nothing more than just blind, fearful denial. It is the result of Star Wars absurdists and zealots that are doggedly dead-set against saying anything positive about Star Trek technology, and worshipping the mindlessness that has resulted in such phases as “Federation Cultists”, against which I verbally retaliate. For them, to admit that anything in Star Trek is more technologically advanced would be unto suicide, for them, the same people that live for telling people such stupid phrases as “concession accepted”, whether there was one, or not. Even if Star Trek were to show an episode where a UFP Starfleet starship were to destroy a planet with a single shot and verbally show how many watts or joules were involved, Star Wars absurdists would stupidly dismiss this as being “merely subspace effects”, or that the planet had a low density, or some other mindlessly stupid write-off. This is the same idiotic mentality that says that the turbolasers that were used to destroy the asteroids in Episode 5 were at low-power, in spite of the fact that there was absolutely no canon or official documentation to back that up. They are the same people that state that Alderaan had a planetary deflector shield, in spite of the fact that there is no canon or official documentation to back that up, either, and yet both nuggets of falsehood have become part of the Star Wars zealot lore, thanks to the few that they give their blind loyalty, parroting their arguments because they don’t know how to formulate their own. Even when you successfully refute ‘their’ argument with mathematical and physical equations till the cows come home and 6 ways to Sunday, they continue to mindlessly drone “you’re wrong”, in spite of the fact that they don’t have the faintest idea of what you just said. However, while it is true that some come up with original arguments, many do not.
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Commonly, the episode "Survivors" is used as a last-ditch weapon by Star Wars absurdists, such as Michael Wong, in order to disprove the capabilities of Starfleet deflector shielding. However, this is very much a non-valid practice. Let’s look at
www.stardestroyer.net and it’s untruthful approach.
"In "Survivors", an antiproton beam (charged particles) easily disabled the Enterprise-D's shields with a mere 200 GJ of energy (a 400GW 0.5-second burst)." And Wong neglects to mention the surprise in Worf’s voice when he made his report. More than likely, he was surprised that such an attack even worked against their shields. Starfleet deflector shielding has taken far harder strikes. For instance, the Constitution-class explorer was able to survive strikes from the prototype Romulan plasma torpedo. The U.S.S. Voyager, during the "Scorpion incident" (Star Trek: Voyager, "Scorpion, Pt. 1 & 2, Written by Brannon Braga & Joe Menosky. Directed by David Livingston, part 2 directed by Winrich Kolbe) sustained strikes from Species 8472 bioships that were clearly capable of firing energy beams more powerful than "…400GW 0.5-second burst…". Another thing that Star Wars absurdists try throwing in is garbage about "chain reactions" destroying planets that the bioships targeted. That’s as stupid as saying fission bombs (A-bombs) aren’t all that powerful, because they use chain reactions in their explosions. That’s how they work. The mechanism of how they inflict damage in this case is unimportant, what the question is, is how much damage do they inflict. Wong also conveniently neglects to mention that this was not even an actual starship that fired that particle beam bolt, but something created by an ultra-powerful Douwd, one of the so-called Unaffected Races.
Douwd. A little-known civilization of sentient energy beings capable of assuming he appearance of other life-forms. Possessing awesome powers of creation and destruction, the Douwd considered themselves to be immortal beings of disguises and false surroundings. One member of the Douwd assumed a Human identity around 2312, named himself Kevin Uxbridge, and settled on planet Delta Rana IV in 2361. ("The Survivors [TNG]).
-The Star Trek Encyclopedia, a Reference Guide to the Future (Updated & Expanded Edition), Douwd, pg.: 121. Written by Michael Okuda and Denise Okuda, with Debbie Mirek.
<DIR>
An important fact that Wong chose to omit, in order to convince you to think as he thinks: wrongly. Just how powerful were these "…awesome powers of creation and destruction…" Douwd? How powerful was "Mr. Uxbridge"?
</DIR>
Husnock. An extinct civilization described as having exhibited extremely violent and destrutive behavior. A Husnock ship attacked and destroyed the colony at Delta Rana IV in 2366. In retribution, the only survivor of the colony, a Douwd, destroyed the entire Husnock race. ("The Survivors" [TNG]).
-The Star Trek Encyclopedia, a Reference Guide to the Future (Updated & Expanded Edition), Husnock, pg.: 199. Written by Michael Okuda and Denise Okuda, with Debbie Mirek.
<DIR>
How powerful was the real Husnock starship?
</DIR>
Husnock ship. Spacecraft that attacked and destroyed the Federation colony on Delta Rana IV in 2366. A Douwd image of the Husnock ship attacked the Enterprise-D when it arrived to investigate the distress signals received from the colony. ("The Survivors" [TNG]).
-The Star Trek Encyclopedia, a Reference Guide to the Future (Updated & Expanded Edition), Husnock ship, pg.: 199. Written by Michael Okuda and Denise Okuda, with Debbie Mirek.
This makes it clear that it was nothing more than an "…image…" of the Husnock starship, and that any and all damages incurred by the Enterprise-D was inflicted through the paranormal powers of the Douwd, "Kevin". As for the level of destruction, any idiot, even Michael Wong could see the completeness of it on a planetary scale. The world was nothing more than a mass of craters.
Lt. Commander Data, 2nd Officer, Chief of Operations, U.S.S. Enterprise: "Sensors are scanning 90° of longitude a we orbit. I am detecting no bodies of water, no vegetation, no artificial structures."
Lt. Worf, Chief of Security, U.S.S. Enterprise: "Life form readings are negative."
-Star Trek: the Next Generation, "the Survivors", episode #51. Written by Michael Wagner. Directed by Les Landau. Stardate 43152.4.
A description of the Husnock starship from "Kevin Uxbridge":
"They came in a spaceship so big, you could see it in orbit. They took our world apart, piece-by-piece."
Considering Michael Wong seems to believe that size automatically indicates superior technology, backed by such simple-minded statements as: "…However, a lone ISD is still an impressive sight for primitive cultures, who are generally incapable of constructing a vessel on that scale (the Federation has never been able to build a starship longer than 700 meters).", the Husnock far out-stripped the ‘Galactic’ Empire/New Republic/Corporate Sector Authority in military technology. I don’t think that even the Eclipse-class star destroyer is "…a spaceship so big, you could see it in orbit." The Douwd’s powers were immense. Even as he created the starship, he was able to launch and sustain a psionic attack on the Enterprise-D councilor, the psychic half-Betazoid Deanna Troi. Considering the be-all of power is Wong’s tired, ad-nauseam ‘base delta zero’ reference, this single ship planetary annihilation should show how powerful it truly was (before "Kevin" got through with it). So, in the final analysis, we’re left with the inevitable conclusion that this is yet another of Mike Wong’s lies of omission.
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The Nkllon Debacle:
Nkllon-derived upper limit. Some Federation cultists point to the Nkllon incident in Heir to the Empire, in which the ISD Judicator suffered damage while orbiting the planet Nkllon, which closely orbits its sun Athega. However, there are several problems with this line of reasoning
The characteristics of that star and planet are completely unknown- the star is described as super-hot in the SWE and the planet is obviously composed of extremely unusual minerals since Lando felt its mineral wealth was worth the expensive and dangerous undertaking of mining it, in spite of the fact that millions of other planets were accessible.
"The characteristics of that star and planet are completely unknown-" However, this never stops the Wong from speculating on everything else. As for "…completely unknown-…", that’s another un-truth.
Athega System: Athega system has long been seen as a potential source of raw materials. The worlds orbiting it’s sun are lifeless rocks, but they are rich in minerals and fuel stores. The only stumbling block to setting up a mining operation has been a major one--the intensity of the giant sun is so great that it melts even the heaviest shielding for starships.
Lando Calrissian petitioned the New Republic for the rights to the system and for loans to help him implement a complicated scheme to extract the valuable minerals. They agreed to both requests. First he designed ships which could shield freighters coming in to pick up cargo, and with the help of the Republic Engineering Corporation, a dozen of the unique ships were built. Now, the shieldships run back and forth from depots farther out in the system, sheltering freighters and other ships on their journey to Nkllon.
Nkllon: The super-hot planet Nkllon orbits the intense sun of Athega. Once it was thought the rich raw materials locked within the planet would never be freed. Nkllon orbits very close to it’s sun. Any normal ship which approaches the planet has it’s hull quickly peeled away by the intense heat. Only through the use of specially-designed shieldships can a normal ship reach the planet.
The side of the planet in direct sunlight is off limits even to Lando’s well prepared operation. However, with the use of Nomad City and Nkllon’s very slow rotation, the scoundrel-gone-businessman has been able to pry ores of tremendous value from the planet because the dark side remains cool enough to work on. The lights of mole miners can be seen shining out of the darkness like close stars as the radio-controlled vehicles dig up the surface. The view on approach to Nomad City is absolutely stunning. It’s sweeping lights and lumbering form fills the darkside night with a spectacular glow.
Type: Small rock
Temperature: Searing
Atmosphere: None
Hydrosphere: Arid
Gravity: Light
Terrain: Crater fields, volcanic
Length of Day: 3,527 Standard Hours (approximately 90 Standard Days)
Sapient Races: Humans
Starport: Standard (used shieldships from outside system)
Population: 5,000 (Nomad City)
Planet Function: Mining
Government: Corporate (New Republic Allied)
Tech Level: Space
Major Exports: Metals, minerals
Major Imports: Foodstuffs, high tech, mid tech
Nomad City: Lando had the city constructed out of castaway vehicles destined fro scrap. The largest portion of the city is an old Dreadnought-class cruiser the Alliance had captured after the Battle of Endor. He fitted the old ship on top of forty captured Imperial AT-AT walkers. Thee made the city mobile, and although it has a lumbering gait, it is still fast enough to stay within the shadow at all times.
-Star Wars the Role Playing Game (2nd Edition) Heir to the Empire Sourcebook, Chapter 5: Planets, Athega System, Nkllon, pgs.: 76-78. Written by Bill Slavicsek. Published by West End Games. First printing: July 1992.
So, from this we know that the intensity of the sun was "…so great that it melts even the heaviest shielding for starships…", and that Nkllon was "…super-hot…". There is absolutely NOTHING to support Wong’s wild, unchecked flights of fancy reflected in unsubstantiated statements as: "…composed of extremely unusual minerals…". It is more likely that the Athega System was prioritized and lusted after due to the fact that it has a higher than normal concentration of minerals and metal deposits. Higher than what is usually found in other worlds throughout their galaxy. This would spell a much higher wealth-to-work ratio, in spite of the possibility "…that millions of other planets were accessible …". It should be painfully obvious that those "…millions of other planets…" did not have the mineralogical wealth that those of the Athega system. Furthermore, let’s not forget that those "…millions of other planets…" probably wouldn’t have afforded the glory-seeking Lando Calrissian anywhere near the level of prestige that he craved, as well. Lando Calrissian is a personality that is not only driven for profit, but to have galactic recognition for all the things he does. Fame, fortune and glory are his prime motivators. Due to the lack of scientific progress and know-how prevalent within the ‘Galactic’ Empire/Galactic Republic/New Republic/Corporate Sector Authority, and similar regimes from their galaxy, further hampered by poor sensor technology ("…we no longer equip our ships with extensive scientific data-gathering arrays like the ones on Federation starships. Our scanner and sensor arrays are therefore limited to tactical data-gathering of enemy ship location and movement.…"), it goes without saying that their astrophysical knowledge must be centuries, to millennia behind that of the United Federation of Planets Starfleet. Their sensors must be enhanced with such cumbersome, lumbering contrivances as the laughably antiquated DragGondola. Not even in the days of the NX-01 Enterprise of the earliest days of the New United Nations Starfleet did Starfleet starships have to resort to such ludicrously rude devices as that. This has allowed Starfleet and it’s constituents to come up with a stellar categorization system that puts stars in spectral classes and absolute magnitudes. *Each spectral class is divided into 10 subclasses, ranging from 0 (hottest) to 9 (coolest). Stars are also divided into 6 categories according to luminosity: 1a (most luminous supergiants), 1b (less luminous supergiants), II (luminous giants), III (normal giants), IV (subgiants), and V (main sequence and dwarfs). For instance, Sol is classified as G2V, which means that it is a relatively hot G-Class main sequence star. In addition, classes R, N, S, T, Q and W are used for relatively rare star types not found on the main sequence. *The Hertzsprung-Russell diagram plots the spectral class or temperature of stars against their absolute magnitude (brightness or luminosity). About 90% of the stars in our galaxy can be found on the MAIN SEQUENCE, and remain there during their long lifetime of burning hydrogen. When a star has used up all of the hydrogen in it’s core, it leaves the main sequence and becomes a red giant (upper right); very massive stars may become red supergiants.
*Star Trek Star Charts, the Complete Atlas of Star Trek, Stars, pg.: 20. Written & illustrated by Geoffrey Mandel. Published by Pocket Books.
*Star Trek Star Charts, the Complete Atlas of Star Trek, Spectral Classes, pg.: 21. Written & illustrated by Geoffrey Mandel. Published by Pocket Books.
Melting Points:
Carbon: 3,773.15º Kelvin
Tungsten: 3,683.15º Kelvin
Osmium: 3,045º Kelvin
Titanium: 3,560.15º Kelvin
Vanadium: 2,163.15º Kelvin
Chromium: 2,130.15º Kelvin
Iron: 1,808.15º Kelvin
Molybdenum: 2,890.15º Kelvin
Platinum: 2.045.15º Kelvin
Tantalum: 2,269.15º Kelvin
Rhenium: 3,453.15º Kelvin
http://www.chemicalelements.com/elements/si.htmlIt is pretty unlikely that they were mining iron; iron melts too quickly, so let’s say that only the minerals/metals with the highest of melting points are being mined from Nkllon, to include carbon, tungsten, osmium, titanium and rhenium. As long as the surface temperature doesn’t exceed 3,045º Kelvin, the weakest of those elements (osmium) should remain intact. Remember, the surface of Nkllon is "…Crater fields, volcanic…", not "molten". Furthermore, a planet of boiling elements would create an atmosphere; something Nkllon lacks ("…Atmosphere: None…").
Kelvin (thermodynamic temperature) to Joule (energy) = 1 Kelvin degree/joule (reciprocal of heat capacity)
www.convertit.comNow, let’s look at the performance of the Imperial-I class star destroyer.
Imperial-I Star Destroyer
Shield Points: 300 (DR: 30)
Hull Points: 700 (DR: 30)
-Star Wars Role Playing Game Core Rulebook (1st Edition), Chapter 11: Starships, Imperial Star Destroyer, pg.: 186. Written by Bill Slavicsek, Andy Collins & J.D. Wiker. Published by Wizards of the Coast.
Now, in contrast:
Republic Assault Ship
Shield Points: 240 (DR: 25)
Hull Points: 320 (DR: 25)
-Star Wars Role Playing Game Core Rulebook (2nd Edition). Published by Wizards of the Coast.
The Imperial I-class star destroyer deflector (ray/energy) shields are strong enough to repel up to and including 8.75(10) joules, while the Republic assault ship is rated as having a shield strong enough to tolerate 7(10) joules.
-Star Wars Attack of the Clones Incredible Cross-Sections, the Definitive Guide to the Craft from Star Wars: Episode II. Republic Assault Ship Data File, pg.: 23. Written by Curtis Saxton.
If we make the assumption that 1 shield point is roughly equivalent to » 291.6666667(10) joules, with the deflector shield damage reduction rating of 25 assigned to an Acclamator-class assault ship (which is » 10.41666667% the shield rating of 240), this means 7.291666668(10) joules/7.291666668 zettajoules must be exceeded to tax the shield and begin eroding shield points. With the 30 damage reduction rating assigned to the deflector shields of the Imperial I-class star destroyer, apparently, 8.750000001(10) joules must be exceeded in order to affect their deflector (ray/energy) shields and begin depleting shield points. So therefore, the heat would have had exceed some 8.750000001(10) joules/Kelvin to affect the shields of the Imperial I-class star destroyer as they did. Let’s also not forget that this happens "…quickly…". The hull of the Imperial-I class star destroyer is very well armored, and is equal in protective value to the ray/energy shielding, having a damage reduction value of 30, as well, meaning that the damage to the hull would have to have come from a source some 8.750000001(10)+ joules strong, as well. Obviously, this couldn’t be a main sequence star, and heat couldn’t have been the only factor making it dangerous. However, let’s not forget that this process is supposed to happen "…quickly…", and in reality, the appearance and departure of the Imperial-class star destroyer Judicator was very brief. It appeared very nearby Nkllon, in order to insure minimal exposure to the damaging solar radiation:
"Right." Han said. "Make sure your reception committee is someone you can trust."
"Another slight pause. "Oh?" Lando asked, casually. "Is there something--?"
He was cut off by a sudden electronic squeal from the transmitter. "What’s that?" Leia snapped.
"Someone’s jamming us," Han growled, jabbing at the transmitter cutoff. The squealing vanished, leaving an unpleasant ringing in his ears as he keyed for intercom. "Chewie, we’ve got trouble," he called. "Get up here."
He got an acknowledgement, turned back to the transmitter. "Get us a scan of the area," he told Leia. "See if there’s anything coming in."
"Right," Leia said, already working the keys. "What are you going to do?"
"I’m going to find us a clear frequency." He pulled the Falcon out of it’s approach vector, made sure they had an open field around them, then turned the transmitter back on, keeping the volume low. There were freq-scanning and mixing tricks that he’d used in the past against this kind of jamming. The question now was whether he was going to have the time to implement them.
Abruptly, much quicker than he’d anticipated, the squeal dissolved into a voice. "--peating: any ships who can read me, please check in."
"Lando, it’s me." Han called. "What’s going on?"
"I’m not sure," Lando said, sounding distracted. "It could be just a solar flare scrambling our communications--that happens sometimes. But the pattern here doesn’t seem quite right for…"
His voice trailed off. "What?" Han demanded.
There was a faint hiss from the speaker, the sound of someone inhaling deeply. "Imperial Star Destroyer," Lando said quietly. "Coming in fast toward the planetary shadow."
Han looked at Leia, saw her face turn to stone as she looked back at him. "They’ve found us," she whispered.
-Star Wars: Heir to the Empire, Chapter 12, pgs.: 143-144. Written by Timothy Zahn.
Apparently, the Judicator remained just long enough to move from a near orbit Hyperspace jump, to the planet’s dark side (where the mining was going on), launch fighters to engage defenders while the insane clone Jedi Master C’baoth guided the mole-miners to surrender to him and be abducted, collect their starfighter, and run like Hell. From the time of their appearing in-system, jamming communications and getting out, the whole thing shouldn’t have taken more than 5 minutes. The damage? First of all, let’s look at the preparations for sending Judicator into harm’s way:
"I think the Athega system’s still our best bet. Or it will be if we can find a way around the problems of the sunlight intensity there."
"The problems will be minimal," Thrawn said with easy confidence. "If the jump is done with sufficient accuracy, the Judicator will be indirect sunlight for only a few minutes each way. It’s hull can certainly handle that much. We’ll simply need to take a few days first to shield the viewports and remove external sensors and communications equipment."
Pellaeon nodded, swallowing his next question. There would, of course, be none of the difficulties that would normally arise from blinding and deafening a Star Destroyer in that way. Not as long as C’baoth was with them.
-Star Wars: Heir to the Empire, Chapter 9, pg.: 101. Written by Timothy Zahn.
So this shows that Wong was lying about the damage, too. "…one can surmise that it was probably confined to delicate items like sensor arrays, communications antennae, and perhaps exposed light gun barrels…" Is a false statement, considering the Grand Admiral clearly ordered: "…We’ll simply need to take a few days first to shield the viewports and remove external sensors and communications equipment…" In other words, there were no "…sensor arrays, communications antennae…" to be damaged. Liar, liar. The actual damage assessment is as follows:
"Captain Pellaeon, how long will it take to repair the damage to the Judicator?"
"Several days a the least, Admiral," Pellaeon told him. "Depending on the damage, it could take as long as three or four weeks."
"All right. We’ll go to the rendezvous point, stay with them long enough to make sure repairs are properly underway, and then take Master C’baoth to Jomark. I trust that will be satisfactory?" he added, looking back at C’baoth.
-Star Wars: Heir to the Empire, Chapter 13, pg.: 150. Written by Timothy Zahn.
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Star Wars absurdists always try stating that Star Wars weaponry is more powerful than Star Trek weaponry, and I disagree. Michael Wong has made the following quotation at
www.stardestroyer.net:
"Weapon Breakdown:
There are 16 heavy turbolasers and roughly 120 light turbolasers on an ISD1 (ref. SWICS). The heavy turbolasers are roughly 125 times bigger than the light turbolasers (which were seen vaporizing asteroids in TESB). If firepower is proportional to size (an unsubstantiated but not unreasonable postulate) then the sustainable power outputs of the heavy and light guns work out to 36 million TW and 290,000 TW respectively. Re-fire rates seem to be roughly 1 shot per 2 seconds, so the energy level of each individual blast would have to be 72 million TJ (17 gigatons of TNT) for heavy turbolasers and 580,000 TJ (138 megatons) for light turbolasers."
Those familiar with this site already know that my yields are different, and, even higher than those of Michael Wong’s. For instance, his heavy turbolaser yield is "…72 million TJ (17 gigatons of TNT)…", while mine is "…600(10^18) joules…". Yes, 600(10^18) Joules is higher than 72(10^18) joules. By far. In any event, this post is dedicated to the question that he posed in the phrase:
"This operation must not take longer than 1 hour or so, otherwise significant numbers of planetary citizens would be able to evacuate. The power requirement is therefore roughly 610 million TW."
-www.stardestroyer.net
Below is a reiteration of the formula used to determine the destructive areas of detonating thermonuclear/high-energy weaponry. Then, it goes to describe common Imperial/New Republic/Corporate Sector Authority weaponry, and then one of several elements utilized to perform orbital bombardments.
The three categories of immediate effects are: blast, thermal radiation (heat), and prompt ionizing or nuclear radiation. Their relative importance varies with the yield of the bomb. At low yields, all three can be significant sources of injury. With an explosive yield of about 2.5 Kt, the three effects are roughly equal. All are capable of inflicting fatal injuries at a range of 1 km.
The equations below provide approximate scaling laws for relating the destructive radius of each effect with yield:
r_thermal = Y^0.41 * constant_th r_blast = Y^0.33 * constant_bl r_radiation = Y^0.19 * constant_rad
If Y is in multiples (or fractions) of 2.5 Kt, then the result is in km (and all the constants equal one). This is based on thermal radiation just sufficient to cause 3rd degree burns (8 calories/cm^2); a 4.6 psi blast overpressure (and optimum burst height); and a 500 rem radiation dose.
The baseline of 2.5 kt of TNT = 8.36(10^12) joules (8.36 terajoules)
Turbolaser: Approximately 418(10^18) J/100 gigatons of TNT for a thermal radius of 1.434094274 thousand km, and a blast radius of 347.2642703 km.
1.434094274 = 50,000,000^.41 * constant_th
347.2642703 = 50,000,000^.33 * constant_bl
Medium Turbolaser: 500(10^18) joules for a thermal radius of 1.543380924 thousand kilometers, while the blast radius persists out to 368.4105258 kilometers.
1.543380924 = 59.80861244^.41 * constant_th
368.4105258 = 59.80861244^.33 * constant_bl
Heavy Turbolaser: At approximately 600(10^18) joules, thermal hazard zones will persist out to 1.663173049 thousand kilometers, with a blast wave hazard out to 391.2567482 kilometers.
1.663173049 = 71.77033493^.41 * constant_th
391.2567482 = 71.77033493^.33 * constant_bl
Double Turbolaser/Quad Turbolaser: At approximately 836(10^18) J/(» 200 gigatons of TNT), the double turbolaser blast will create a thermal threat zone out to approximately 1.905460718 thousand kilometers and a blast wave out to 436.5158322 kilometers.
1.905460718 = 100,000,000^.41 * constant_th
436.5158322 = 100,000,000^.33 * constant_bl
Laser Cannon (capital scale): 6 Megatons/25.08(10^15) joules; this will create a thermal hazard out to 26.64524479 kilometers and a blast wave out to 14.04268047 kilometers.
26.64524479 = 3,000^.41 * constant_th
14.04268047 = 3,000^.33 * constant_bl
Quad Laser Cannon (capital scale): 12 Megatons (50.16[10^15] joules), firing 2 barrels simultaneously; this will create a thermal hazard out to 35.40315876 kilometers, and a blast wave hazard out to 17.65183717 kilometers.
35.40315876 = 6,000^.41 * constant_th
17.65183717 = 6,000^.33 * constant_bl
Proton Torpedo (capital scale): As launched from a torpedo sphere and Victory-class star destroyer (not Victory II), the warheads are depicted as being approximately 128.5714286% the strength of a heavy turbolaser cannon, coming in at 771.4285716(10^18) joules/184.5522899 gigatons of TNT. This will result in a blast wave out to 425.0886566 km, and a thermal hazard out to approximately 1.843684784 thousand kilometers. The nuclear warheads will result in a radiological hazard out to 32.61121608 kilometers. The proton-scattering warheads do not have any known radiological environmental contamination effects.
-Star Wars the Role Playing Game Imperial Sourcebook, Chapter 5: Capital Ships, Torpedo Sphere, pgs.: 59-60, Imperial II-class star destroyer, pgs.: 61-62. Written by Greg Gorden. Published by West End Games.
1.843684784 = 92,276,144.93^.41 * constant_th
425.0886566 = 92,276,144.93^.33 * constant_bl
32.61121608 = 92,276,144.93^.19 * constant_rad
Let’s examine the individual unit types that would be used for a base delta zero operation, starting with the system bombard.
"System bombard contains an average of 100 ships divided between 3 bombard squadrons and a light squadron. If an admiral feels that force superiority has done less than a thorough job of removing hostile craft from the system, a system bombard squadron will be augmented with ships from the light squadron. The new unit will still be called a bombard squadron to avoid the need to consult with a moff or higher authority. Such actions are not approved of when they are discovered."
-System Bombard, pg: 107. Star Wars, the Role Playing Game Imperial Sourcebook, written by Greg Gorden. Published by West End Games, October 1989.
"Bombard squadrons have 2 torpedo lines, a skirmish line and a pursuit line, for an average of 20 to 28 vessels. Bombard squadrons are assigned to worlds which have rebelled successfully and have organized a large surface military which would take far too long to defeat. Imperial commanders, pressed on so many planets, often deploy bombard squadrons in less severe circumstances.
"The vessels which escort the bombard squadron are considered sufficient to deal with any starships which might resist. Any force larger than what a bombard squadron can handle would draw the attention of the Imperial Navy, who would deal with it prior to the appearance of the bombard squadron."
-Bombard Squadron, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 103. Written by Greg Gorden. Published by West End Games, October 1989.
"Torpedo lines usually have 2 torpedo spheres. The cumbersome nature of the spheres makes them useful only for their primary mission of planet bombardment. The dream of a more mobile platform with even greater firepower has tantalized Imperial planners for years, but the torpedo line remains a staple of the Navy."
-Line, Torpedo Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101-102. Written by Greg Gorden. Published by West End Games, October 1989.
"Light squadrons consist of at least 2 attack lines, a skirmish line and a recon line, averaging 20 to 30 vessels of all types. A second common configuration of a light squadron is 2 recon lines, a skirmish line and a pursuit line, averaging 25 to 35 vessels. Both are deployed in areas where it is believed there are no enemy capital ships. With the first squadron configuration the Navy is playing it safe; such alight squadron can survive more punishment should the intelligence estimates prove wrong."
-Light Squadron, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 103. Written by Greg Gorden. Published by West End Games, October 1989.
"An attack line has from 3 to 6 ships; fewer ships if the line consists of heavy cruisers or larger ships, 6 if the line consists of light cruisers or frigates. An attack line’s purpose is to engage enemy combat starships of equivalent size. If star destroyers or other top capital ships are present the attack line is to engage the enemy within range of the star destroyer, making sure that the star destroyer is out of effective range of the enemy ships. If a star destroyer does not have to concentrate on it’s own defense it can make short work of virtually any enemy starship.
"A heavy attack line has from 4 to 8 ships, none smaller than a light cruiser. A heavy attack line is designed to come out even against any like number of enemy combat starships. The heavy attack line is an independent element of maneuver, one which an Imperial commander would be unafraid to commit to a conflict which was out of range of his sensors."
-Attack Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 100. Written by Greg Gorden. Published by West End Games, October 1989.
"Skirmish lines contain 4 to 20 small combat starships, corvettes being the most common sort of ship. Skirmish lines are meant to harass larger starships or else engage in a coordinated action against enemy starfighters. The emergence and prevalence of TIE fighters temporarily diminished the role of the skirmish lines, but they have regained favor as the Rebellion has become better armed. TIE fighters often use available skirmish lines as mobile cover, and skirmish lines try to provide cover fire for the TIEs."
-Line, Skirmish Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101. Written by Greg Gorden. Published by West End Games, October 1989.
"Recon lines contain 2 to 4 ships, operating in pairs or individually. Reconnaissance ships are usually light cruisers modified for even greater sublight speed, trading in about half of their laser cannons for a hull complement of sensors with greater range and sensitivity than the Imperial average. Recon lines are to find the enemy, retreat without engaging in combat, and return to report on the disposition of the enemy.
"Recon lines are more common now as the Empire equips more of it’s large capital ships with improved Hyperwave Signal Interceptors capable of detecting flux shift. This technology allows the Imperial Navy to actually project a ship’s destination once it jumps into Hyperspace with greater accuracy than the old method. Enemy ships can no longer just jump out of trouble; the odds that the fleet will follow are getting better. So enemy ships often try to lie quietly in the sensor penumbra of an asteroid or similar body in order to avoid detection. Recon lines are sent into the dark places of a system to see what they can find."
-Squadron, Recon Squadron, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101. Written by Greg Gorden. Published by West End Games, October 1989.
"A pursuit line has 4 to 10 ships, usually light cruisers or occasionally lighter ships such as corvettes. Their mission is to maintain contact with a retreating enemy. As virtually every combat starship has hyperdrive, pursuit lines are most often employed against starfighters which are not Hyperspace capable, or to follow escaping craft long enough to calculate their jump coordinates.
"Pursuit lines are also commonly used on missions which crews call "beam baiting." Pursuit lines track Rebel starships to a base or a planet known to house well-organized Rebel sympathizers. They engage the starships and see if any Rebel units come to their aid. Then they employ a fighting retreat to a point where a heavier element of the fleet can jump in from Hyperspace. The Empire enhances this tactic by sending pursuit lines on such missions without any backup, so the Rebels can never be sure whether or not the line is part of a trap."
-Line, Pursuit Line, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 101. Written by Greg Gorden. Published by West End Games, October 1989.
So, the system bombard will contain an average of 100 ships, divided up amongst 3 bombard squadrons and a light squadron. The following shows the breakdown of what elements brings what types of starships.
Bombard Squadron 1: 2 Torpedo spheres, 20 Corellian corvettes, 10 light cruisers
Bombard Squadron 2: 2 Torpedo spheres, 20 Corellian corvettes, 10 light cruisers
Bombard Squadron 3: 2 Torpedo spheres, 20 Corellian corvettes, 10 light cruisers
Attack Line: 3 Heavy cruisers, 20 Corellian corvettes, 2 light cruisers
Attack Line: 3 Heavy cruisers, 20 Corellian corvettes, 2 light cruisers
Now, with the understanding of how many ships are present (not counting any possible starfighters, as their weapons are considered insignificant in such operations as planetary bombardment), it is time to examine the volume and types of firepower that is brought to bear.
Bombard Squadron 1: 2 Torpedo spheres (20 turbolaser batteries, 1,000 proton torpedo tubes), 20 Corellian corvettes (120 double turbolaser cannons), 10 light cruisers (100 heavy turbolasers, 200 laser cannons)
Bombard Squadron 2: 2 Torpedo spheres (20 turbolaser batteries, 1,000 proton torpedo tubes), 20 Corellian corvettes (120 double turbolaser cannons), 10 light cruisers (100 heavy turbolasers, 200 laser cannons)
Bombard Squadron 3: 2 Torpedo spheres (20 turbolaser batteries, 1,000 proton torpedo tubes), 20 Corellian corvettes (120 double turbolaser cannons), 10 light cruisers (100 heavy turbolasers, 200 laser cannons)
Attack Line: 3 Heavy cruisers (30 laser cannons, 60 quad laser cannons, 60 turbolaser batteries), 20 Corellian corvettes (120 double turbolaser cannons), 2 light cruisers (20 heavy turbolasers, 40 laser cannons)
Attack Line: 3 Heavy cruisers (30 laser cannons, 60 quad laser cannons, 60 turbolaser batteries), 20 Corellian corvettes (120 double turbolaser cannons), 2 light cruisers (20 heavy turbolasers, 40 laser cannons)
This creates a grand total of 180 turbolaser batteries, 3,000 proton torpedo tubes, 600 double turbolasers, 120 laser cannons & 120 quad laser cannons.
The subject of the attack will be an Earth-like planet, bearing 5.1(10^8) km^2 of surface area.
One of the biggest problems with Imperial/New Republic/Corporate Sector Authority directed energy weaponry is the low rate of fire. Turbolasers require recharge/cool periods of approximately 2 seconds. So, let’s only examine the first second of fire. Any further damages will be based upon what transpires in the first second. Assume no 2 weapon hardpoints are aimed at the same target, so as to more speedily destroy maximum land area. 2+ Weapons concentrating on a single point on the land would do more damage to that land, but would leave another piece of land untouched, in the mean time.
The 180 turbolaser batteries consist of 5 individual turbolasers, adding up to 900 turbolasers. Each of the 900 is capable of destroying 1.434094274 thousand kilometers, or, 2.056626387 million km^2. The proton torpedoes are capable of taking out 3.399173583 million km^2. 3,000 Of them scattering across the landscape would attack and destroy some 6.16987916 billion km^2. 600 Double turbolasers would destroy 1.905460718 thousand km^2, each, for a total of 3.630780548 million km^2. 120 Capital starship scale laser cannons would incinerate and vaporize 789.9690699 million km^2. The 120 capital scale quad laser cannons would destroy an additional 1.25338365 billion km^2. In total, within the first second, a grand total of 8.218919287 billion km^2. An Earth-like planet would have it’s entire surface devastated within the first second of concentrated fire. Clearly, the operation does not take a very long time, and larger elements (larger than a system bombard) are completely unnecessary.
"A star destroyer is considered a line in itself. A naval staff study concluded that a star destroyer was the equivalent of at least the squadrons of the time, and would be properly categorized as such. The Admiralty agreed with the analysis, but disagreed with the conclusion. The Admiralty felt that as there were more lines than squadrons, designating the star destroyer as a line unit would get them more star destroyers. The Admiralty’s thinking prevailed."
-Line, Star Destroyer, Star Wars: the Role Playing Game Imperial Sourcebook, pg.: 102. Written by Greg Gorden. Published by West End Games, October 1989.
A standard star destroyer (as depicted in the Essential Guide to Vehicles & Vessels) is armed with 60 turbolasers. Each is capable of destroying 1.434094274 thousand kilometers in a heat flash, or, 2.056626387 million km^2. 60 Of them would destroy 123.3975832 million km^2/123.3975832(10^6) km^2. Firing full volleys every 2 seconds, the planet would be devastated in about 8.265964159 seconds.
Again, this is all contingent upon the fire control officers linking areas of destruction together with maximum efficiency and coordinating fleet fire with equal efficiency. Also, all ships would have to be firing; if the pursuit and skirmish lines were engaged with spaceborne defense forces, this would extend time to destruction, as both attack squadrons would be occupied, removing a large amount of firepower.
This was posted because, unlike the Star Wars absurdists, I do not make ignorant and ascinine statements like "Star Wars technologies are weak and ineffective". I don't believe they're greater than Star Trek's, but they're still good. If possible, could someone re-check my math?
Virus-X(ver 3.3)
I checked if i could have clipped something out of those posts but unfortunately, they are necessary to be in their whole form to notice all the fuckups Virus made.