船艦與載具S

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目錄
  1. FTL Drive
    1. FTL Drive: Appearance
    2. FTL Drive: Drive Charge
  2. Space Combat
    1. Space Combat: Combat Endurance
    2. Space Combat: General Tactics
    3. Space Combat: Planetary Assaults
    4. Space Combat: Trans-Relay Assaults
  3. Starships
    1. Starships: Crew Considerations
    2. Starships: Cruisers
    3. Starships: Dreadnought
    4. Starships: Carriers
    5. Starships: Fighters
    6. Starships: Frigates
    7. Starships: Heat Management
    8. Starships: Sensors
    9. Starships: Thrusters
  4. Vehicles
    1. Vehicles: Combat Drones
  5. Weapons
    1. Weapons: Ablative Armor
    2. Weapons: Disruptor Torpedoes
    3. Weapons: GARDIAN
    4. Weapons: Javelin


Ships and Vehicles 船艦與載具

FTL Drive


FTL Drive: Appearance

FTL Drive: Appearance FTL驅動航行:外觀

取得地點:
New space travelers ask, "What does it look like outside a ship moving faster-than-light speed?" Part of the answer can be seen in a simple pane of glass. Light travels slower through glass than it does through open air; light also moves slower in conventional space than it does in a high-speed mass effect field. This causes refraction - any light entering at an angle is bent and separated into a spectrum. Objects outside the ship will appear refracted. The greater the difference between the objective (exterior) and subjective (interior) speeds of light, the greater the refraction.

As the subjective speed of light is raised within the field, objects outside will appear to red-shift, eventually becoming visible only to radio telescope antennae. High-energy electromagnetic1 sources normally hidden to the eye become visible in the high blue spectrum. As the speed of light continues to be raised, x-ray, gamma ray, and eventually cosmic ray sources become visible. Stars will be replaced by pulsars, the accretion discs of black holes, quasars, and gamma ray bursts.

To an outside observer, a ship within a mass effect drive envelope appears blue-shifted. If within a field that allows travel at twice the speed of light, any radiation it emits has twice the energy as normal. If the ship is in a field of about 200 times light speed, it radiates visible light as x-rays and gamma rays, and the infrared heat from the hull is blue-shifted up into the visible spectrum or higher.

Ships moving at FTL are visible at great distances, though their signature will only propagate at the speed of light.

新一代的太空旅行者常會問,“太空船以超光速移動時外面看起來像怎樣?”部份的答案可以從一片單純的玻璃身上找到。光線穿越玻璃的速度比穿越外界空氣慢;光線穿越一般太空的速度也比穿越高速質量效應場要慢。這會造成折射-任何非垂直射入的光線會彎曲而分散成光譜。船外的物體看起來會像折射過的樣子。客觀(外部)與主觀(內部)光速差異越大,折射也越大。

當力場內的主觀光速提高,外頭的物體會出現紅位移現像,最後只能用電波望遠鏡天線觀測。通常看不到的高能量電磁來源會進入高頻藍光頻譜因而可用肉眼觀測。當光速繼續提高,X光,伽瑪射線,到最後連宇宙射線來源都可以看見。恆星會被脈衝星,黑洞的吸積盤,類星體,與伽瑪射線爆發源取代。

對外界觀察者而言,在質量效應驅動封套內的太空船會出現藍位移現像。假如在一個可兩倍光速移動的力場內,任何發散的輻射能量會是正常的兩倍。如果太空船位於200倍光速的力場內,它發散的可見光會變成X光與伽瑪射線,而船身的紅外線熱能會藍位移成可見光或頻率更高的光譜。

以FTL移動的船艦很遠就可發現,但是它們的訊號還是以一般的光速傳送。

FTL Drive: Drive Charge

FTL Drive: Drive Charge FTL驅動航行:驅動器電荷
取得地點:
As positive or negative electric current is passed through an FTL drive core, it acquires a static electrical charge. Drives can be operated an average of 50 hours before they reach charge saturation. This changes proportionally to the magnitude of mass reduction; a heavier or faster ship reaches saturation more quickly.

If the charge is allowed to build, the core will discharge into the hull of a ship. All ungrounded crew members are fried to a crisp, all electronic system are burned out, and metal bulkheads may be melted and fused together.

The safest way to discharge a core is to land on a planet and establish a connection to the ground, like a lightning rod. Larger vessels like dreadnoughts cannot land and must discharge into a planetary magnetic field.

As the hull discharges, sheets of lightning jump away into the field, creating beautiful auroral displays on the planet. The ship must retract its sensors and weapons while dumping charge to prevent damage, leaving it blind and helpless. Discharging at a moon with a weak magnetic field can take days. Discharging into the powerful field of a gas giant may require less than an hour. Deep space facilities such as the Citadel often have special discharge facilities for visiting ships.

當正負電流通過FTL驅動核心,它會產生靜電荷。驅動器平均運轉約50小時後它們就達到電荷飽和。飽和時間隨質量減輕的程度成比例改變;較重與較快的船艦較快達到飽和。

假如讓電荷繼續增加,核心會放電到船體。所有沒有接地的乘組人員會被電焦,電子設備燒毀,金屬隔間會溶化並融合在一起。

最安全的核心放電方式是降落在行星上,然後建立接地連結,就像避雷針一樣。大型船艦如無畏艦無法降落而必須放電到行星磁場中。

當船身放電,一整層閃電會跳進磁場,在行星上產生美麗的極光現像。當拋棄電荷時船艦必須收進感應器與武器以免受損,這讓它無法偵測與攻擊。在衛星微弱磁場中放電要花數日。但在氣體巨星的強力磁場中放電只須不到一小時。太空設施如要塞太空站通常有特殊的放電設備供來訪船艦使用。

Space Combat


Space Combat: Combat Endurance

Space Combat: Combat Endurance 太空戰鬥:戰鬥持續力

取得地點:
Heat limits the length and intensity of ship-to-ship combat. Starships generate enormous heat when they fire high-energy weapons, perform maneuvering burns, and run on-board combat electronics.

In combat, warships produce heat more quickly than they can disperse it. As heat builds within a vessel, the crewed spaces become increasingly uncomfortable. Before the heat reaches lethal leaves, a ship must win or retreat by entering FTL. After an FTL run, the ships halts, shuts down non-essential systems, and activates the heat radiation gear.

Combat endurance varies by ship design and by the battle's location. Battles in the deep cold of interstellar space can go on for some time. Engagements close to a star are brief. Since habitable worlds are usually close to a star, battles over them are usually more frantic.

散熱限制了艦對艦戰鬥的長短與強度。當星艦發射高能武器,進行移動推進,與使用艦載戰鬥電子設備時,他們會產生大量的熱能。

在戰鬥中,戰艦熱能產生的速度比散熱還要快。隨著船內熱能累積,載人空間會變得更加不舒適。在熱能達到致命程度之前,船艦必須勝利或以FTL撤退。在FTL運轉後,船艦停止,關閉非必要系統,同時啟動散熱裝備。

戰鬥持續力因船艦設計與戰鬥位置而有所不同。在冰冷的星際空間中戰鬥可以持續較久。靠近恆星的交戰則很短。由於可居住星球通常接近恆星,在其上空的戰鬥通常更為忙亂。

Space Combat: General Tactics

Space Combat: General Tactics 太空戰鬥:一般戰術
取得地點:
Shells lofted by surface navies crash back to earth when their acceleration is overwhelmed by gravity and air resistance. In space, a projectile has unlimited range, it will keep moving until it hits something.

Practical gunnery range is determined by the velocity of the attacker's ordinance and the maneuverability of the target. Beyond a certain range, a small ship's ability to dodge trumps a larger attacker's projectile speed. The largest-ranged combat occurs between dreadnoughts, whose projectiles have the highest velocity but are the least maneuverable. The shortest-range combat is between frigates, which have the slowest projectile velocities and highest maneuverability.

Opposing dreadnoughts open with main gun artillery duel at EXTREME ranges of tens of thousands of kilometers. The fleet close, maintaining evasive lateral motion while keeping their bow guns facing the enemy. Fighters are launched and attempt to close to disruptor torpedo range. Cautious admirals weaken the enemy with ranged fire and fighter strikes before committing to close action. Aggressive commanders advance so cruisers and frigates can engage.

At LONG range, the main guns of cruisers become useful. Friendly interceptors engage enemy fighters until the attackers enter the range of ship-based GARDIAN fire. Dreadnoughts fire from the rear, screened by smaller ships. Commanders must decide whether to commit to a general melee or retreat into FTL.

At MEDIUM range, ships can use broadside guns. Fleets intermingle, and it becomes difficult to retreat in order. Ships with damaged kinetic barriers are vulnerable to wolfpack1 frigate flotillas that speed through the battle space.

Only fighters and frigates enter CLOSE "knife fight" ranges of 10 or fewer kilometers. Fighters loose their disruptor torpedoes, bringing down a ship's kinetic barriers and allowing it to be swarmed by frigates. GARDIAN lasers become viable weapons, swatting down fighters and boiling away warship armor.

Neither dreadnoughts nor cruisers can use their main guns at close range; laying the bow on a moving target becomes impossible. Superheated thruster exhaust becomes a hazard.

水面船艦射出砲彈後,當它們的加速度不敵重力與空氣阻力時會墜落回地球。但在太空中,投射物有無限的射程,它會一直移動直到它撞上東西。

有效槍砲射程是由攻擊者的武裝與目標的操控力所決定。超過某些距離,船艦只要稍微增加閃躲能力就可勝過攻擊者較高的投射物速度。最大距離的戰鬥發生於無畏艦之間,它們的投射物有最高的加速度但是本身操控最緩慢。最短距離的戰鬥是護衛艦之間的戰鬥,有最慢的投射物加速與最高的操控能力。

對峙中的無畏艦以數萬公里的超長程距離進行主砲對轟。艦隊保持密集,持續進行閃避側移同時維持船艏槍口朝向敵人。戰鬥機也會出動並努力接近至擾動魚雷射程。謹慎的艦隊司令在進入近身戰之前先用長程火力與戰機攻擊削弱敵人。大膽的指揮官會直接挺進讓巡洋艦跟護衛艦可以交戰。

長程距離內,巡洋艦的主砲已能使用。在攻擊戰機進入艦載GARDIAN火力射程之前,我方攔截機先與敵方戰機交戰。無畏艦從後方開火,以較小的船艦跟敵人分隔。指揮官必須決定是否進行全面肉搏戰或撤退回FTL。

中程距離,船艦可使用舷側火砲。艦隊彼此交雜,變得很難有秩序地撤退。動能護壁受損的船艦極易遭受穿梭戰鬥空域的狼群護衛艦船隊攻擊。

只有戰鬥機與護衛艦才會進入10或數公里的短程“白兵戰”距離。戰機釋放它們的擾動魚雷,幹掉船艦的動能護壁使它可以被護衛艦圍攻。GARDIAN雷射變成活命武器,可射下戰鬥機與灼燒戰艦裝甲。

無畏艦與巡洋艦都不會在近距離使用它們的主砲;這種距離不可能把船艏對準移動中的目標。超熱的推進器排氣也會變得十分危險。

Space Combat: Planetary Assaults

Space Combat: Planetary Assaults 太空戰鬥:行星突擊
取得地點: Planetary assaults are complicated if the target is a habitable garden world; the attackers cannot approach the defenders straight on.

The Citadel Conventions prohibit the use of large kinetic impactors against habitable worlds. In a straight-on attack, any misses plough into the planet behind the defending fleet. If the defenders position themselves between the attackers and the planet, they can fire at will while the attacker risks hitting the planet.

Successful assaults on garden worlds hinge upon up-to-date intelligence. Attackers need to determine where the enemy's defenses are, so they may approach from an angle that allows them to fire with no collateral damage. Note this is not necessary for hostile worlds.

Once control of orbit has been lost, defensive garrisons disperse into the wilderness. An enemy with orbital superiority can bombard surface forces with impunity. The best option for defenders is to hide and collect reconnaissance in anticipation of relief forces.

Given the size of a planet, it is impractical to garrison entire conquered worlds. Fortunately, colonization efforts tend to focus on building up a dozen or fewer areas. Ground forces occupy the spaceports, industrial facilities, and major population centers. The wilderness is patrolled by unmanned aerial vehicles1 and satellite reconnaissance. If a defender unit is spotted, airmobile rapid deployment units and satellite artillery are used to pin down and destroy them.

假如目標是可居住的庭園星球,行星突擊會變的很複雜;因為攻擊者不能直截了當地對付防禦者。

要塞議會禁止使用大型動能衝擊物對付可居住星球。在正面攻擊下,任何沒擊中的砲火都會波及防禦艦隊身後的行星。假如防禦者移動到攻擊者與行星之間,它們可以任意開火而攻擊者則需冒著擊中行星的風險。

能成功突擊庭園星球取決於能得到最新的情報資訊。攻擊者需要先確定敵人的防禦在何處,這樣他們才能以特定角度接近,使它們的火力不會造成平民傷亡。要注意的是對嚴酷星球不需如此講究。

一旦軌道控制權喪失,防禦守軍只能逃散至野外。擁有軌道優勢的敵軍可以安全的轟炸地面部隊。對防禦者最好的選擇是躲藏與收集敵情等待援軍到達。

考慮到行星的大小,駐守整個征服的星球是不切實際的。幸好,殖民工作傾向集中興建在五、六個或更少的區域。地面部隊只需佔領太空港,工業設施,與主要人口中心。原野則用無人空中載具與衛星偵查進行巡邏。假如發現防禦部隊,就用機動快速布署部隊與衛星火砲來壓制與摧毀他們。

Space Combat: Trans-Relay Assaults

Space Combat: Trans-Relay Assaults 太空戰鬥:跨轉運站突擊
取得地點: The crucial choice for any attack through mass relays is how to divide the fleet for transit. The accuracy of a relay's mass-projection depends on the mass being moved and how far it’s going. Any long distance and/or high mass jump will see "drift". That is, a ship may be hundreds or millions of kilometers from its intended drop point, in any direction from the relay.

Distance can't be chosen by admirals, but a relay is told how much mass to transit. For example, if told to move a million metric tons of mass, the relay will scan the approach corridor, find four 250,000-ton freighters, and transit them together, maintaining their relative positions.

A commander has the option of moving his fleet as one large, coherent formation that may be wildly off-position, or breaking it up into many smaller formations that will be individually closer to the intended attack point, but could be widely dispersed.

Conservative assault doctrine holds that fleets should be moved en masse, maintaining concentration of force and reducing the chances of collision. The only time it is reasonable to split up a formation is during blockade running.

從質量轉運站發動任何攻擊時,最重要抉擇是如何分割艦隊以進行傳送。轉運站的質量投射準確度取決於被移動的質量與要傳送多遠。任何長距離與/或高質量跳躍會出現“漂移”。也就是說,船艦會偏離其預計的集合點達數百或數百萬公里,位於轉運站周圍的任何方位。

艦隊司令無法選擇距離,只能告訴轉運站要傳送多少質量。舉例來說,假如被告知要移動一百萬公噸的質量,轉運站會掃瞄進場航道,找到四艘250,000噸的護衛艦,然後把它們一起傳送,保持彼此的相對位置。

指揮官可以選擇以一個大型,連貫的隊伍來移動他的艦隊,但是可能會大幅偏離目標,或是分割成許多小型隊伍,每一小隊會比較靠近預定攻擊點,但可能大幅分散。

保守的攻擊思想認為艦隊必須集體移動,以保持軍力的集中與減少衝突機會。分開隊伍唯一合理的時機是執行封鎖任務時。

Starships


Starships: Crew Considerations

Starships: Crew Considerations 星艦:船員照料

取得地點:
Cabins give each individual ten cubic meters of space. On larger vessels private rooms are common. As ships get smaller, the number of crew packed into a single wardroom increases. Asari prefer shared spaces even on large vessels while krogan territorial instincts make it impossible for them to cohabitate even on the largest ships.

On smaller vessels, "hot bunking" is the norm. Crew members are assigned different watches share the same bunk. When one gets off-duty, he wakes up the person in the bunk. While that crewman is on duty, the first gets his rack time.

Spacecraft compartments can be isolated by air-tight doors in case of decompression. The cinematic version of explosive decompression is fiction; holed compartments either take enough damage that the occupants are killed instantly, or leak slowly enough that they are able to reach protective gear.

Compartments are equipped with Emergency Life Supports Apparatus: fireproof plastic bubbles with air bottles. Small when stowed, ELSA comfortably accommodate one individual inflated. Damage control procedure cuts off ventilation to burning compartments. Without oxygen to consume, fires die in seconds. The compartment is re-pressurized afterwards for crew recovery.

Mass effect fields create an artificial gravity (a-grav) plane below the decks, preventing muscle atrophy and bone loss in zero-gee. Large vessels arrange their decks perpendicular to their thrust axis. The "highest" decks are at the bow, and the "lowest" decks at the engines. This allows a-grav to work with the inertial effects of thrust. Ships that can land arrange their decks laterally, so the crew can move about while the vessel is on the ground.

Warships normally turn off their a-grav systems during combat, reducing heat generated by systems and increasing combat endurance. To provide a point of reference for navigating in zero-gee, floors are painted a different color from the walls and ceiling.

每個人的艙房有十立方米的空間。在大型船艦中單人房很普遍。隨著船艦變小,同住一間寢室的船員數量也隨之增加。即使在大型艦艇上阿莎利族仍喜歡共享空間,但克羅根族的領域天性使他們就算在最大的船艦上也難和平相處。

在較小的艦艇,“熱鋪”是標準作法。被指派不同時段值班的乘組人員共用同一床鋪。當一人下班後,他喚醒鋪位上的人。當被叫醒的人在值班時,之前那位就進入就寢時間。

萬一發生減壓現象,太空船隔間可以用氣密門封閉。電影上演的爆炸性減壓都是虛構的;破裂的隔間不是損傷大到讓居住者馬上死亡,就是滲漏緩慢到夠讓他們有時間拿到保護裝備。

隔間都備有緊急維生裝置(ELSA):是附有空氣瓶的防火塑膠泡曩。在儲藏時很小,但ELSA充氣後可以舒適地容納一個人。損害控制程序會切斷著火區塊的通風。由於沒有氧氣可以消耗,火燄會很快熄滅。之後區塊會重新加壓以解救船員。

質量效應場在甲板下產生人工重力平面(a-grav),防止在零重力下造成肌肉萎縮與骨質流失。大型船艦將它們的甲板布置成與它們的推進軸垂直。“最高”的甲板在船艏,“最低”的甲板在引擎。這使人工重力可與推進的慣性作用一起運作。可登陸的船艦將甲板水平布置,這樣在艦艇位於地面時船員才可四處移動。

戰艦通常在戰鬥時關閉它們的人工重力系統,減少系統產生的熱能以增加戰鬥持續力。為了在零重力下提供參考點引導,地板會漆上跟牆壁與天花板不同的顏色。

Starships: Cruisers

Starships: Cruisers 星艦:巡洋艦
取得地點:
Cruiser-weight starships are the standard combat unit encountered away from large naval bases, the "poor bloody infantry" of most fleets. Nimble scouting frigates have neither the punch nor the stamina to stand up to serious combat, and the mighty dreadnoughts are a strategic resource, carefully hoarded and committed to the most critical battles.

Cruisers perform routine independent "show the flag" patrols in settled systems and lead flotillas of frigates in small engagements, such as pirate suppression campaigns. In major fleet engagements, cruiser squadrons support the dreadnought battle line by screening their flanks against enemies attempting to maneuver for a main gun "bow shot" from their vulnerable broadsides.

Alliance cruisers are named after cities of Earth.

巡洋艦量級星艦是大型海軍基地之外最常遇到的標準戰鬥單位,算是大部份艦隊中的“大頭兵”。這是因為敏捷的偵查護衛艦既沒有火力也沒有體力面對激戰,而強大的無畏艦又是戰略資源,要謹慎地保存實力,只用於最重要的戰鬥。

巡洋艦可在移民星系執行例行性單獨“武力展示”巡邏,或在小型交戰中領導護衛艦船隊,像是海盜鎮壓戰役。在大型艦隊交戰中,巡洋艦小隊支援無畏艦戰線,阻隔其側翼以防止敵人試圖移動到無畏艦脆弱的舷側,進行主砲“船首射擊”。

聯盟巡洋艦以地球的城市命名。

Starships: Dreadnought

Starships: Dreadnought 星艦:無畏艦
取得地點:
The dreadnought is the ultimate arbiter of space warfare; millions of tons of metal, ceramic, and polymer dedicated to the projection of firepower against an enemy vessel of like ability. No sane commander would face a dreadnought with anything less than another dreadnought.

A dreadnought's power lies in the length of its main gun. Dreadnoughts range from 800 meters to one kilometer long, with a main gun of commensurate length. An 800-meter mass accelerator is capable of accelerating one 20 kg. slug to a velocity of 4025 km/s every two seconds. Each slug has the kinetic energy of 38 kilotons1 of TNT, three times the energy released by the fission weapon that destroyed Hiroshima.

When used to bombard planets, some of this kinetic energy is lost due to atmospheric re-entry friction. As a rule of thumb, each Earth-atmosphere of air pressure saps approximately 20% of a projectile's impact energy.

The turian fleet presently has 39 dreadnoughts; the asari, 21; and the salarians, 16. Humanity has eight. Alliance battleships are named for mountains of Earth.

Everest-class: Everest, Fuji, Elbrus.

Kilimanjaro-class: Kilimanjaro, Tai Shan, Shasta, Aconcagua, Orizaba.

無畏艦是太空戰爭的終極裁決者;上百萬噸的金屬,陶磁,與聚合物全用來打造這個火力投射平台讓它可以對抗擁有同等能力的敵人船艦。沒有任何一個有理智的指揮官敢面對無畏艦,除非他有另一艘無畏艦。

無畏艦的威力來自於主砲的長度。無畏艦長度從800公尺到1公里長,搭載的主砲也呈等比例的加長。一個800公尺的質量加速器可將一個20公斤重彈丸加速到每兩秒增加秒速4025公里。每個彈丸的動能等於38,000噸黃色炸藥,釋放的能量等同三倍摧毀廣島的核裂解武器。

當用於轟炸行星,部份動能因進入大氣層的摩擦而損失。根據約略的推算,每個地球大氣層空氣壓力會吸收近20%的投射衝擊能量。

圖瑞安艦隊目前有39艘無畏艦;阿莎利有21艘;而索拉瑞安,16艘。人類有8艘。聯盟戰艦使用地球的高山命名。

聖母峰級:聖母峰,富士山,厄爾布魯斯。

吉力馬札羅級:吉力馬札羅,泰山,沙斯塔,阿空加瓜,奧里薩巴。

Starships: Carriers

Starships: Carriers 星艦:航空母艦
取得地點:
All races provide their fleets with organic fighter support. Cruisers fit a handful in the space between the interior pressure hulls and exterior armor. Dreadnoughts have a hangar deck within the hull. Humans – who had only recently "graduated" from surface to space combat – were the first to build ships wielding fighters as the main armament.

In fleet combat, carriers stay clear of battle, launching fighters bearing disruptor torpedoes. Fighters are the primary striking power of the ship; if a carrier enters mass accelerator range of the enemy, things have gone very wrong.

It is possible to recover and rearm fighters during combat, though most carriers seal the flight deck and try to stay out of the way. The flight deck is essentially a corridor through the armor and into the heart of the vessel. A single well-placed torpedo is enough to gut a carrier.

Alliance carriers are named after great leaders, artists, and intellectuals from human history.

所有種族都提供艦隊有人戰鬥機支援。巡洋艦只能在介於內部加壓艙與外部裝甲之間的空間中容納少量戰機。無畏艦在船身內有停機庫。但人類-最近才剛從地面對太空戰鬥中“畢業”-首先建造以運用戰機為主要武力的船艦。

在艦隊戰鬥中,航空母艦會遠離戰場,發動攜帶擾動魚雷的戰機。戰鬥機是此種船艦的主要打擊軍力;假如一艘母艦進入敵人質量加速器射程,事態將會很嚴重。

雖然在戰鬥中回收與補給戰機是可能的,但是大部份母艦寧願封閉飛行甲板而不這麼作。飛行甲板基本上是穿透裝甲直達船艦心臟的走廊。一發瞄準飛行甲板的魚雷就足以摧毀母艦。

聯盟航空母艦以人類歷史上的偉大領袖,藝術家,與學者命名。

Starships: Fighters

Starships: Fighters 星艦:戰鬥機
取得地點:
Fighters are single-pilot combat small craft. They are lightweight enough that they can be economically fitted with powerful element zero cores, making them capable of greater acceleration and sharper maneuvers than starships.

Kinetic barrier shields changed starship battles from short, vicious bloodbaths to extended, indecisive slugging matches. Only the main gun of a dreadnought could punch a mass accelerator slug through the barriers of an opposing dreadnought. This changed with the development of the fighter-launched mass disruptor torpedo, a short-ranged weapon that can penetrate kinetic barriers to destroy their projector assemblies.

Starship GARDIAN defenses must be overwhelmed through swarm tactics. Fighter groups can take heavy casualties pressing their torpedo attacks home. Once fighter-launched torpedoes have crippled an enemy's barriers, the mass accelerators on frigates and cruisers can make short work of them.

Interceptors are a type of fighter optimized to attack other fighters, with no ability to damage starships. Interceptors are used to screen friendly units from incoming fighter attack.

戰鬥機是單人戰鬥小型飛行器。它們輕到足以有效率地裝置強力零度元素核心,使它們比星艦有更大的加速度與快速活動能力。

動能護壁防護使星艦戰鬥從短暫,兇狠的浴血戰變成冗長,不明確的緩慢對決。本來只有無畏艦的主砲才能擊發質量加速彈丸貫穿對手無畏艦的護壁。但是戰機發射型質量擾動魚雷的發展讓一切改觀,它是一種近距離武器可以貫穿動能護壁摧毀其投射集合點。

星艦GARDIAN防禦早晚會被人海戰術淹沒。戰機群可以承受大量傷亡進逼它們的魚雷攻擊直到命中。當戰機發射型魚雷削弱敵人的護壁後,護衛艦與巡洋艦上的質量加速器就可輕易幹掉對手。

攔截機是一種專門用於攻擊其他戰機的戰鬥機,沒有任何破壞星艦的能力。攔截機用於阻隔我方部隊與來襲戰機攻擊。

Starships: Frigates

Starships: Frigates 星艦:護衛艦
取得地點:
Frigates are light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and groundside duty. Unlike larger vessels, frigates are able to land on planets.

Frigate drive systems allow them to achieve high FTL cruise speeds. They also have proportionally larger thrusters and lighter design mass, allowing them to maneuver more handily. In combat, speed and maneuverability make a frigate immune to the long-range fire of larger vessels; in the time it take projectiles to reach them, frigates are no longer where they were predicted to be.

In fleet combat, frigates are organized into "wolfpack1" flotillas of four to six. Wolfspacks speed through enemy formations, hunting enemy vessels whose kinetic barriers have been taken down by fighter-launched disruptor torpedoes. The wolfspack circle-strafes vulnerable targets, using their superior speed and maneuverability to evade return fire.

Alliance frigates are named for great battles in human history.

護衛艦是輕型的護航與偵查船艦。它們通常有周全的GARDIAN系統,為主力艦提供反戰機隔離,並攜帶陸戰中隊以進行保全與地面勤務。不像大型船艦,護衛艦可以降落在行星上。

護衛艦驅動系統使它們可以達到高FTL巡航速度。它們也有大比例的推進器和較輕的設計重量,使它們可以更輕巧地活動。在戰鬥中,速度與操控性使護衛艦對大型船艦的長程火力完全免疫;在投射物到達目的地的過程中,護衛艦早已不在它們原來所在的地方。

在艦隊戰鬥中,護衛艦組成四或六艘的“狼群”船隊。狼群快速通過敵人陣形,獵捕動能護壁被戰機發射擾動魚雷消除的敵方船艦。之後狼群圍攻脆弱目標,使用它們優越的速度與操控性閃避回擊。

聯盟護衛艦以人類歷史上的大型戰役命名。

Starships: Heat Management

Starships: Heat Management 星艦:散熱管理
取得地點:
Dispersal of heat generated by onboard systems is a critical issue for a ship. If it cannot deal with heat, the crew may be cooked within the hull.

Radiation is the only way to shed heat in a vacuum. Civilian vessels utilize large, fragile radiator panels that are impossible to armor. Warships use Diffuse Radiator Arrays (DRA), ceramic strips along the exterior of the armored hull. These make the ship appear striped to thermographic sensors. Since the arrangement of the strips depends on the internal configuration of the ship, the patterns for each vessel are unique and striking. On older ships, the DRA strips could become red- or white-hot. Dubbed "tiger stripes" or "war paint" by humans, the glowing DRA had a psychological impact on pirates and irregular forces.

Strip radiators are not as efficient as panels, but if damaged by enemy fire, the ship only loses a small portion of its total radiation capacity. In most cases, a vessel's DRA alone allows it to cruise with no difficulties. Operations deep within solar systems can cause problems.

A ship engaged in combat can produce titanic amounts of heat from maneuvering burns and weapons fire. When fighting in a high heat environment, warships employ high-efficiency "droplet" heat sinks.

In a droplet system, tanks of liquid sodium or lithium absorb heat within the ship. The liquid is vented from spray nozzles near the bow as a thin sheet of millions of micrometer-scale droplets. The droplets are caught at the stern and recycled into the system. A droplet system can sink 10-100 times as much heat as DRA strips.

Droplet sheets resemble a surface ship's wake through water. The wake peels out in sharp turns, spreading a fan of droplets as the ship changes vectors and leaves the coolant behind.

驅散艦上系統所產生的熱能對船艦而言是相當重要的議題。假如它沒辦法處理熱能,船員會在船身內被烤熟。

輻射傳導是在真空中排出熱能的唯一方法。民間船艦使用的大型,脆弱散熱板無法加上裝甲。戰艦則使用擴散傳熱陣列(DRA),是一種鑲在裝甲船身外部的陶瓷長條。這使船艦在熱成像感應器下看起如同有條紋一般。由於長條的配置取決於船艦的內部結構,每艘船的樣式都是獨特且醒目的。在舊型的船艦,DRA長條會發紅或是白熱化。人類把它稱為“虎斑”或“戰紋”,發光的DRA會對海盜與非正規部隊產生心理上的打擊。

條狀散熱器不及板狀有效率,但假如它被敵人砲火損傷,船艦只會喪失一小部份的散熱能力。在大部份的情況下,只靠船艦的DRA進行巡航完全沒有難處。但在靠近星系內部運作時則會產生問題。

交戰中的船艦會因操控推進與武器擊發而產生極大量的熱能。當在高熱環境下作戰,戰艦使用高效率的“液滴”吸熱器。

在液滴系統中,數槽罐的液態鈉或鋰用來吸收船內的熱能。之後液體以靠近船首的噴霧口排出,形成充滿數百萬顆微米級液滴的薄層。液滴在船尾被捕抓後再回收進系統。液滴系統比DRA長條可多吸收10-100倍熱能。

液滴層就像水面船艦劃過水中的尾流一樣。尾流在急轉彎時脫離,隨著船艦改變航向散成扇狀的液滴同時在後方留下凝結尾。

Starships: Sensors

Starships: Sensors 星艦:感應器
取得地點:
"Light lag" prevents sensing in real time at great distances. A ship firing its thrusters at the Charon Relay can be easily detected from Earth, 5.75 light-hours (six billion kilometers) away, but Earth will only see the event five hours and 45 minutes after it occurs. Due to the light-speed limit, defenders can't see enemies coming until they have already arrived. Because there is FTL travel and communications but no FTL sensors, frigates are crucial for scouting and picket duties.

Passive sensors are used for long-range detection, while active sensors obtain short-range, high quality targeting data.

Passive sensors include visual, thermographic, and radio detectors that watch and listen for objects in space. A powered ship emits a great deal of energy; the heat of the life support systems; the radiation given off by power plants and electrical equipment; the exhaust of the thrusters. Starships stand out plainly against the near-absolute zero background of space. Passive sensors can be used during FTL travel, but incoming data is significantly distorted by the effect of the mass effect envelope and Doppler shift.

Active sensors are radars and high resolution ladars (LAser Detection And Ranging) that emit a "ping" of energy and "listen" for return signals. Ladars have a narrower field of view than radar, but ladar resolution allows images of detected objects to be assembled. Active sensors are useless when a ship is moving at FTL speeds.

“光延遲”阻礙極遠距離的及時感應。一艘船艦在冥衛一轉運站啟動推進器可以從地球輕易偵測到,遠達5.75光速小時(六十億公里),不過地球要在它發生後五小時又45分鐘後才能看的到。由於光速的限制,防禦者看見敵人來襲之後,他們通常已經近在眼前了。因為有FTL移動與通信但沒有FTL感應器,護衛艦偵查與哨戒任務變得十分重要。

被動感應器用於長程偵測,而主動感應器可取得短距離,高品質的目標資料。

被動感應器包括目測,熱影像,與無線電偵測器用來觀察與傾聽太空中的物體。動力船艦發散大量的能源;像是維生系統的熱能;動力爐與電子設備逸出的輻射;推進器的排氣等。星艦在幾近絕對零度的背景太空對比之下顯的相當醒目。被動感應器可以在FTL移動中使用,但接收的資料會因質量效應封套與都卜勒位移的影響而嚴重扭曲。

主動感應器指雷達與高解析光雷達(雷射偵察與測距)它們會散發“定距”能量波然後“聆聽”反彈訊號。光雷達跟雷達相比之下只有較窄的可視範圍,但光雷達的解析度可以組成偵測物體的影像。當船艦以FTL速度移動時主動感應器完全派不上用場。

Starships: Thrusters

Starships: Thrusters 星艦:推進器
取得地點: A mass effect drive core decreases the mass of a bubble of space-time around a ship. This gives the ship the potential to move quickly, but does not apply any motive power. Ships use their sublight thrusters for motive power in FTL. There are several varieties of thruster, varying in performance versus economy. All ships are equipped with arrays of hydrogen-oxygen reaction control thrusters for maneuvering.

Ion drives electrically accelerate charged particles as a reaction mass. They are extremely efficient, but produce negligible thrust. They are mainly used for automated cargo barges.

The primary commercial engine is a "fusion torch", which vents the plasma of a ship's power plant. Fusion torches offer powerful acceleration at the cost of difficult heat management. Torch fuel is fairly cheap: helium-3 skimmed from gas giants and deuterium extracted from seawater or cometary bodies. Propellant is hydrogen, likewise skimmed from gas giants.

In combat, military vessels require accelerations beyond the capability of fusion torches. Warship thrusters inject antiprotons into a reaction chamber filled with hydrogen. The matter-antimatter annihilation provides unmatched motive power. The drawback is fuel production; antiprotons must be manufactured one particle at a time. Most antimatter production is done at massive solar arrays orbiting energetic stars, making them high-value targets in wartime.

The exhaust of fusion and antiproton drives is measured in millions of degrees Celsius. Any vessel caught behind them will melt like wax in a blowtorch.

Any long-duration interstellar flight consists of two phases: acceleration and deceleration. Starships accelerate to the half-way point of their journey, then flip 180 degrees and apply thrust on the opposite vector, decelerating as they finish the trip. The engines are always operating, and peak speed is attained at the middle of the flight.

質量效應驅動核心減低船艦周圍時空泡的質量。這會供給船艦快速移動的潛力,但是並不會施加任何原動力。船艦使用它們的次光速推進器在FTL中產生原動力。推進器種類繁多,在性能表現與經濟效益之間各有不同。所有的船艦都另搭載一系列的氫-氧反應控制推進器用以進行細部的操控。

離子驅動以電能加速帶電粒子形成反作用體。它們極度地有效率,但產生較少的推進力。它們主要用於自動貨運駁船。

主要的商用引擎是“融合噴嘴”,它噴出的是船艦動力爐的電漿。融合噴嘴提供強大的加速力,但需付出散熱管理困難的代價。噴嘴燃料相當便宜:氦-3從氣體巨星採取而重氫由海水或彗星天體提煉。推進劑是氫氣,也一樣從氣體巨星採取。

在戰鬥中,軍艦需要超越融合噴嘴能力的加速性。戰艦推進器可注射反質子到充滿氫氣的反應室中。質量-反質量對消可提供無可匹敵的移動力。缺點是燃料製造;反質子只能一顆一顆地製造。大部份的反物質製成是在環繞高能恆星的龐大太陽能板陣列中進行,使它們成為戰時的高價戰略目標。

融合與反質子驅動的排氣動輒達到攝氏數百萬度。任何跟在其後的船艦會像蠟遇上噴槍一樣融化。

所有長期恆星間飛行包含兩個階段:加速期與減速期。星艦加速至其旅程的中間點,然後倒轉180度朝相反航向施加推力,一直減速到完成航程。引擎一路保持運作,在飛行中間點達到最高速度。

Vehicles


Vehicles: Combat Drones

Vehicles: Combat Drones 載具:戰鬥無人機
取得地點: Drones are small robots used to support and supplement organic soldiers on the battlefield. They have no artificial intelligence of any kind, but follow fixed, minimally adaptive programs. Most varieties employ mass effect levitation to improve mobility.

All modern armies rely on veritable fleets of drones for routine soldiering (static garrisons, patrols, etc.). The use of drones in non-critical duties keeps manpower need down and reduces casualties in low intensity conflicts. Less advanced races and cultures with less sensitivity to casualties have correspondingly fewer drones in their inventory. Drones are of little use in conventional open field battles, as they are poorly armed and armored.

In addition to combat drones, support drones are used to assist organic units in the field. Reconnaissance drones are small, stealthy craft that screen combat units in the field and warn commanders when enemies are spotted. Electronic Warfare drones supplement battlefield technicians, serving as mobile jammers and ELINT (ELectronic INTelligence) gathering platforms. Military and civilian police utilize "dazzler drones" equipped with powerful strobe lights to disorient and subdue intruders using nonlethal force.

Drone formations are officially referred to in wings (i.e., "Deploy the 4th Assault Drone Wing on the left flank!"). Common soldiers often refer to friendly formations as flocks and enemy formations as swarms.

無人機是用於支援與輔助戰場有機體士兵的小型機械人。它們沒有任何一種人工智慧,只是遵循固定,簡化的適應程式。大部份的種類使用質量效應飄浮以增加機動力。

所有現代軍隊都仰賴大量的無人機執行例行的士兵勤務(如站崗,巡邏等等)。使用無人機可使非重要勤務所需人力減低,或在小型的衝突中減少傷亡。較不先進的種族文化比較不在乎傷亡因此保有較少的無人機。無人機在一般開闊戰場毫無用武之地,因為其武裝與裝甲皆嫌不足。

除了戰鬥無人機,支援無人機也用於協助在戰場上的有機體部隊。偵察無人機是小型,匿蹤的飛行器,用於篩檢戰場上的戰鬥單位,當發現敵蹤時馬上警告指揮官。電子作戰無人機輔助戰場技術人員,作為活動干擾器與ELINT(電子情報)收集平臺。軍方與民間警力使用裝配強力閃光燈的“眩光無人機”以非致命武力迷昏與削弱入侵者。

無人機群隊正式名稱叫作翼群(如,“在左翼佈屬第四突擊無人機翼群!”)。一般士兵通常稱呼己方的群隊叫鳥群而敵人的群隊叫蟲群。

Weapons


Weapons: Ablative Armor

Weapons: Ablative Armor 武器:剝離裝甲
取得地點: A warship's kinetic barriers reduce the damage from solid objects, but can do nothing to block GARDIAN lasers, particle beams, and other forms of Directed Energy Weapon (DEW). The inner layer of warship protection consists of ablative armor plate designed to "boil away" when heated. The vaporized armor material scatters a DEW beam, rendering it ineffectual.

A scaffold was built around the interior pressure hull, with sheets of ablative armor hung from the structure. Ships typically have multiple layers of armor separated by empty baffles, spaces often used for cargo storage. Cruisers, which lack the internal space to fit dedicated fighter hangers, store the shipboard fighter complement in the baffles. It is not unknown for enlisted crew to build illicit alcohol distilleries in some obscure corner of the baffles, safe from prying eyes.

戰艦的動能護壁能減輕堅實物體所造成的傷害,但對阻擋GARDIAN雷射,粒子光束,與其他類型的直接能量武器 (DEW)卻一籌莫展。戰艦防護的內層由剝離裝甲板構成,它設計成在遇熱時會“蒸發”。氣化的裝甲材料會分散DEW光束,讓它失去作用。

一道骨架先沿著內部加壓船殼建造,再把一片片的剝離裝甲掛在結構物上。船艦通常有多層裝甲以空曠隔間分開,空間經常用於貨物儲存。巡洋艦,缺乏容納專用停機棚的內部空間,而將全部艦載戰機儲存在隔間中。服役船員都知道在一些隔間的隱密角落甚至可以偷釀私酒,而不會被閒雜人等發現。

Weapons: Disruptor Torpedoes

Weapons: Disruptor Torpedoes 武器:擾動魚雷
取得地點: Disruptor torpedoes are powered projectiles with warheads that create random and unstable mass effect fields when triggered. These fields warp space-time in a localized area. The rapid asymmetrical mass changes cause the target to rip itself apart.

In flight, torpedoes use a mass-increasing field, making them too massive for enemy kinetic barriers to repulse. The extra mass gives the torpedoes a very sluggish acceleration, making them easy prey for defensive GARDIAN weapons. So, torpedoes have to be launched at very close range.

Torpedoes are the main anti-ship weapon used by fighters. They are launched from point-blank range in "ripple-fire" waves reminiscent of the ancient Calliope rocket artillery launchers (thus their popular nickname "Callies"). By saturating defensive GARDIAN systems with multiple targets, at least a few will get through.

擾動魚雷是一種強力的投射物,當觸發時彈頭會產生隨機與不穩定的質量效應場。這些力場扭曲局部區域的時空。快速的非對稱質量改變導致目標將自己扯碎。

射擊時,魚雷使用質量增加力場,使它們沉重到敵方動能護壁無法反彈。額外的質量讓魚雷加速遲緩,使它們很容易被防衛GARDIAN武器擊落。因此,魚雷必須在極近距離發射。

魚雷是戰鬥機使用的主要對艦武器。它們從近距離以“連續擊發”的波狀攻擊方式發射,類似古老的卡利歐佩火箭砲發射器(因此它們最有名的綽號叫“卡利斯”)。當防衛GARDIAN系統因目標過多而飽和之後,至少將會有幾發可穿透防禦。

Weapons: GARDIAN

Weapons: GARDIAN 武器:GARDIAN
取得地點: A ships' General ARea Defensive Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile/anti-fighter laser turrets on the exterior hull. Because these are under computer control, the gunnery control officer needs to do little beyond turn the system on and designate targets as hostile.

Since lasers move at light speed, they cannot be dodged by anything moving at non-relativistic speeds. Unless the beam is aimed poorly, it will always hit its target. In the early stages of a battle, the GARDIAN fire is 100% accurate. It is not 100% lethal, but it doesn't have to be. Damaged fighters must break off for repairs.

Lasers are limited by diffraction. The beams "spread out", decreasing the energy density (watts per m2) the weapon can place on a target. Any high-powered laser is a short-ranged weapon.

GARDIAN networks have another limitation: heat. Weapons-grade lasers require "cool-down" time, during which heat is transferred to sinks or radiators. As lasers fire, heat builds within them, reducing damage, range, and accuracy.

Fighters attack in swarms. The first few WILL be hit by GARDIAN, but as the battle continues, the effects of laser overheat allow the attacks to press ever closer to the ship. Constant use will burn out the laser.

GARDIAN lasers typically operate in infrared frequencies. Shorter frequencies would offer superior stopping power and range, but degradation of focal arrays and mirrors would make them expensive to maintain, and most prefer mechanical reliability over leading-edge performance where lives are concerned. Salarians, however, use near-ultraviolet frequency lasers with six times the range, believing that having additional time to shoot down incoming missiles is more important.

Lasers are not blocked by the kinetic barriers of capital ships. However, the range of lasers limits their use to rare "knife fight"-range ship-to-ship combat.

一艘船的總體區域防衛整合對空網路(GARDIAN) 由船身外的反飛彈/反戰機雷射砲塔組成。因為這些砲塔由電腦控制,火砲控制官除了打開系統與設定目標為敵機之外不須進行其他動作。

由於雷射以光速移動,任何以非相對論速度移動的物體都無法閃躲它們。除非光束沒有瞄準好,否則它一定會擊中目標。在戰鬥的早期階段, GARDIAN攻擊100%準確。雖然不是100%致命,但它不需如此。因為受損的戰鬥機必需撤離維修。

雷射的限制是繞射作用。光束會“擴散”,減低武器加諸於目標的能量密度(每平方米瓦特)。任何高威力雷射都是短距離武器。

GARDIAN網路有另一個限制:發熱。武器等級的雷射需要“冷卻”時間,這個時候熱能被轉換至集熱器或散熱器。當雷射擊發時,它們內部會累積熱能,導致減低傷害力,射程,與準確度。

戰鬥機以群隊攻擊。頭幾架一定會被GARDIAN擊中,但隨著戰鬥持續,雷射過熱的效應會讓攻擊更逼近船艦。不斷地使用會使雷射燒毀。

典型的GARDIAN雷射以紅外線頻率運作。較短的頻率可提供更優越的嚇阻力與射程,但是對焦陣列與反射鏡的耗損將使它們的維護十分昂貴,當以保命為優先時,機器的可靠度通常高過尖端效能的表現。然而,索拉瑞安使用射程達六倍的近紫外光頻率雷射,他們認為有額外時間可以擊落來襲飛彈比較重要。

雷射不會被主力艦的動能護壁阻擋。但是,雷射的射程僅能用在不常有的“白兵戰”距離艦對艦戰鬥。

Weapons: Javelin

Weapons: Javelin 武器:標槍
取得地點: The Javelin is an experimental close-assault weapon fitted on a handful of newer Alliance warships. It consists of a "rack" of two or more disposable disruptor torpedo tubes bolted or magnetically "slung" on to a ship’s exterior armored hull. The torpedoes are fired on converging trajectories, and detonate in a precisely timed sequence that allows the dark energy emitted by their warheads to resonate. This magnifies the resulting space-time warp effects.

Javelin mounts are most often fitted on swift frigates, which expect to enter "knife fight" torpedo ranges as a matter of course. Javelins may also be fitted on heavier ships during short range engagements, such as trans-relay assaults. They are particularly useful in this role for dreadnoughts, which are unable to lay their main guns on targets at close range.

標槍是實驗性的近戰武器,僅有幾艘聯盟戰艦搭載。它包含“一櫃”兩條或更多條的可拋式擾動魚雷管,直接發射或以磁力“丟”到船艦外部的裝甲船身上。魚雷以集中彈道擊發,在精準的定時序列下引爆,使彈頭發散的黑暗能源可以產生共振。這會加強所產生的時空扭曲效應。

標槍武裝通常安裝於快速護衛艦,對護衛艦來說進入“白兵戰”魚雷射程內,本來就是理所當然的事。在近距離交戰中標槍也可安裝於重型船艦,比如跨轉運站攻擊。它們這種功能對無畏艦特別有用,因為無畏艦沒辦法在近距離以主砲攻擊敵人。
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