Infantry Scale Technology: Difference between revisions

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==Defenses==
==Defenses==
The most critical advance in armor technology nowadays is that it is smart, lightweight, and versatile. All but the most primitive infantry today wear at least a mobility suit-a powered suit of artificial muscle with soft armor to resist fragmentation and non-AP rifle fire, as well as a clip-on exoskeleton to take the strain. Heavily physically enhanced soldiers like Adharans often do away with the restricting exoskeleton, their skeletal tolerances sufficient to take the stress of the suit's artificial muscle by itself. Some extreme transhumans may even implant the mobility suit and supporting struts directly into their bodies-these "exojocks" are capable of impressive physical feats, especially if the original framework was heavily transhuman to begin with. Mobility suits are generally of vacuum and NBC operation and are often good for weeks of continuous high-power operation, as well as possessing piezoelectric rechargers that allow them to recharge (to some extent) off of body heat and motion. The mobility suit's strength augmentation (and incidentally thickness) is greatest on the limbs and dwindles to near-nothing for the hands, to reduce the need to retrain a soldier on how to manipulate objects, as well as to minimize the need for complex glove designs. Designed for ergonomics and prolonged use, with waste recycling features and integrated medical systems, infantry wear their mobility suits today like second skins.
The mobility suit is not primarily armor, however. Its primary purpose is twofold-the mobility suit houses powerful (but mundane) nanocomputers and also reduces the encumberance of heavier infantry weapons and armor, allowing an infantryman to comfortably carry a warload of 60+ kilograms for sustained periods of time. Infantry armor has gotten heavier, more covering, and significantly more protective, with most infantry having full torso "clamshell" armor with a fully enclosed helmet, as well as solid armor for thighs, shins, and arms. As the armor is spaced from the torso and backed with both additional soft layers and the mobility suit's own protection, most infantry armor is somewhat resistant even to shaped-charge munitions on the torso as well as proof against all but short-range or repeat-hit fire from infantry rifles.
Armor is heavily equipped with sensors and communications equipment, generally fitted with adaptive camouflage to ensure that a matching camouflage pattern is always available for the environment, and equipped with electronic countermeasures. Given the prevalance of guided weapons, smartgun systems, and sensors systems in the Sphere today, ECM and passive stealth have become more and more useful. All modern armor is designed for reduced radar reflectivity and reduced IR signature, but as many modern weapons run hot only the most exotic and dedicated stealth fields or heatsinks can prevent detection while firing weapons. ECM is a better countermeasure against smart weaponry as it does not require the user to cease engagement to evade enemy target locks, but makes one more visible to sensors systems. However, reducing the extreme accuracy of modern guided munitions is a necessity in warfare if one wishes to survive-even the most advanced sets of light infantry armor are insufficient to deflect more than one or two medium-caliber gyrockets.
To do so one must transition to larger armor, commonly known as "battlesuits" or "trolls". These suits generally stand several centimeters taller than a man, and mass anywhere between 150 to 300 kilograms without their operator, who pilots the suits via some sort of neural interface that reads from the skin. Although more primitive nations like Cook's World do not possess the technology to fully integrate neural interface into their infantry mobility suits, all the worlds of the ZOCU and Core, as well as a significant percentage of expanse polities, have their mob suits designed with neural interface to allow an infantryman to wear it while piloting a battlesuit. Fully sealed from the environment, they carry superior sensors, armor, and defensive systems, as well as the capability of easily carrying heavy support weapons such as 30mm gyrocket repeaters, automatic mortars, multishot anti-vehicle missiles, and heavy infantry energy weapons. Their heavier armor protects from much more fire but on the other hand makes them larger and more obvious, as well as somewhat restricting where they can move, and increases their target priority, ensuring that they generally get targeted by heavier weapons, ones which can defeat their armor.
Due to this, battlesuits carry some limited hard-kill countermeasures, generally simple claymores taped to the chest, back, and thighs, triggered by radar. Other enhanced defensive measures besides hard-kill systems and superior ECM that have been attempted have included personal shield generators, but due to expense, power drain, and miniaturization difficulties few powers employ them as anything besides a defensive system found in the hands of elite units.
Even heavier armors exist, termed as "shock infantry", but are generally more akin to vehicles than infantrymen and beyond the scope of this article.


==Sensors==
==Sensors==

Revision as of 12:35, 20 July 2009

Address: NewMercia/MilNet/KingCharlesAcademy.mil/Public/Library/Essays/Infantry.ttp

Welcome to King Charles Military Academy Online Library (Public). Accessing your desired essay...

Infantry in the Human Sphere

Article Updated: August 4 2192
Author: Lt. Colonel William Sterling

A Historic Overview

Although most laymen believe that infantry have not changed significantly since their inception, the soldier of today is significantly changed from the soldier of the past. A familiarity with advances in weaponry, armor, electronics, and human modification are critical to ensure effective utilization and combat against infantry assets.

Armaments

When one thinks of the infantryman, one thinks of his rifle. The infantryman and his rifle is a romantic image easily found throughout the sphere in any type of media-but the rifle is still primarily a support weapon. Advances in body armor have reduced its overall lethality by a significant amount, and even stopgap measures such as electromagnetic launch and power armor allowing heavier weapons to be effectively used and fired have allowed it to almost keep pace with infantry protective technology-but nevertheless it is still less effective than the squad automatic weapon, the grenade launcher, or the support vehicle in causing casualties in an enemy force.

The two most common infantry small arms technologies are either electrothermal or electromagnetic acceleration. The former is somewhat cheaper and more reliable, while the latter has somewhat better performance due to lower recoil and therefore higher muzzle velocity. In both cases the difference is fairly minor and therefore the effects and characteristics are mostly interchangeable.

Modern rifles generally fire a moderate-caliber AP round of between 4 to 7mm in caliber, with capacities between 25 to 50 rounds in almost all cases. Electronic aiming sights are designed to compensate for gravity, environmental conditions, and travel time, giving a trained soldier reasonable accuracy with their weapons even in harsh environments. In general, modern rifles are also equipped with a grenade or gyrocket launcher, caliber ranging from 20-45mm and capacity ranging from 1 to 6 shots, which is the primary weapon used in eliminating body armored targets. Grenade propulsion may be chemical, but electromagnetic grenade launchers are more common, as they allow a reduction in the size and weight of the grenade cartridge. Shaped charge munitions are standard loadout to defeat heavier body armor but other munitions types, including thermobarics, sensors, and less-than-lethal munitions are often found in abundance.

Heavy infantry support weapons today are often mounted on a body harness to damp movement and recoil, with some even going as far to add automatic target acquisition to such weapons, turning them into true 'smartguns'. In general the recoil-damping harness is necessary to allow the use of a larger round or rounds fired at higher muzzle velocity than rifle rounds, giving the squad automatic weapon the ability to reliably penetrate modern body armor at typical engagement ranges. Most powers using electromagnetic rifles prefer higher muzzle velocity rounds, while powers using ETC have no choice but to accept larger-caliber projectiles.

Small-arms rounds are generally designed to penetrate armor, and as such suffer against soft tissue. More advanced rounds use all sorts of exotic methods to increase the wound track through soft tissue without impairing their ability to penetrate armor, but the solutions are invaribly either expensive or fairly marginal.

As electronics are fairly cheap to produce via assembler manufacture and the like, most large munitions today are guided. Modern rifle grenades and gyrockets are equipped with maneuver fins or vectored thrust systems, respectively to ensure high on-target accuracy. Guidance is harder as a reliable fire-and-forget system is difficult to minaturize so throughly without cutting unacceptably into payload, so guidance is generally done by semi-active laser homing with the infantryman's sensor and computer suite correcting the weapon's course to ensure hits. Although attempts have been made to miniaturize said, the incremental improvements in accuracy that guided bullets produce have not been enough to justify the cost except in the case of large-caliber sniper weapons.

Owing to the reduced cost of manufacturing electronic systems, great improvements in effectiveness have been in disposable rocket launchers, such as our Mk. 12 Anti-Vehicle Infantry Rocket Launcher (AVRIL). Using chemical warheads, these disposable rocket launchers are not limited by the constraints of the human body. With advancements in producing large amounts of cheap electronics, these missile launchers are generally guided, fire-and-forget, and most importantly disposable. Such disposable RLs are lightweight and cheap enough (a mere 2.5 kilograms) that they are often issued to every infantryman. With a moderately powerful HEDP warhead, a low-observability motor, and various attack modes, including direct-fire, top-attack, and airburst, such a weapon gives infantry a credible single-use threat against medium armor, low-flying gunships, bunkers, and dug-in infantry. Although we have used our weapon as an example, every major power and the vast majority of known expanse and rim nations possess a weapon similar to the Mk. 12.

Reloadable missile launchers have become somewhat less common with the cost reduction in electronics, but a few still exist, generally used by two to three man heavy weapons teams. These weapons are generally hypervelocity missiles which attempt to evade vehicle point defense via sheer speed. Often they do damage with sheer kinetic force, with a relatively small bursting charge to increase kill probability against heavily armored vehicles if they penetrate the armor.

Although energy weapons are a popular idea their expense, bulk, and relatively low reliability ensures that they will be, for the near future, limited to deployment by specialist units. Manpack point defense lasers are a common platoon-level weapons system to reduce casualties from artillery fire, and certain ZOCU units deploy man-portable mega particle beams, judging that the increase in lethality more than makes up for their bulk and maintenance problems. A few PACT units, as well, make use of particle beam weaponry, but the heavy powerpacks and shielding needed to give man-portable energy weapons sufficient lethality, range, and robustness to be battlefield capable limit them to use by soldiers in powered armor or heavy weapons teams. Laser weapons have been fielded, but mostly by special forces units, which find that their low visual and auditory signatures make them the rough equivalent of a centuries-old "silenced" weapon, and their high accuracy almost makes up for their poor effective range-although extremely large and heavy lasers can and have been used as effective sniper systems by power-armored special operations units.

Suppressed weapons have become difficult to field and render useful owing to the need for ever-higher velocity to penetrate even concealable body armor. As with any immature field, the current field of "black ops-friendly" weapons is a smorgasboard of various solutions to the problem of maintaining armor penetration while being limited by the need to ensure low signature, ranging from exotically shaped munitions to to active noise cancellation to large-caliber, low-velocity rounds with explosive filler. Most of the solutions are roughly interchangeable in cost and effectiveness.

Defenses

The most critical advance in armor technology nowadays is that it is smart, lightweight, and versatile. All but the most primitive infantry today wear at least a mobility suit-a powered suit of artificial muscle with soft armor to resist fragmentation and non-AP rifle fire, as well as a clip-on exoskeleton to take the strain. Heavily physically enhanced soldiers like Adharans often do away with the restricting exoskeleton, their skeletal tolerances sufficient to take the stress of the suit's artificial muscle by itself. Some extreme transhumans may even implant the mobility suit and supporting struts directly into their bodies-these "exojocks" are capable of impressive physical feats, especially if the original framework was heavily transhuman to begin with. Mobility suits are generally of vacuum and NBC operation and are often good for weeks of continuous high-power operation, as well as possessing piezoelectric rechargers that allow them to recharge (to some extent) off of body heat and motion. The mobility suit's strength augmentation (and incidentally thickness) is greatest on the limbs and dwindles to near-nothing for the hands, to reduce the need to retrain a soldier on how to manipulate objects, as well as to minimize the need for complex glove designs. Designed for ergonomics and prolonged use, with waste recycling features and integrated medical systems, infantry wear their mobility suits today like second skins.

The mobility suit is not primarily armor, however. Its primary purpose is twofold-the mobility suit houses powerful (but mundane) nanocomputers and also reduces the encumberance of heavier infantry weapons and armor, allowing an infantryman to comfortably carry a warload of 60+ kilograms for sustained periods of time. Infantry armor has gotten heavier, more covering, and significantly more protective, with most infantry having full torso "clamshell" armor with a fully enclosed helmet, as well as solid armor for thighs, shins, and arms. As the armor is spaced from the torso and backed with both additional soft layers and the mobility suit's own protection, most infantry armor is somewhat resistant even to shaped-charge munitions on the torso as well as proof against all but short-range or repeat-hit fire from infantry rifles.

Armor is heavily equipped with sensors and communications equipment, generally fitted with adaptive camouflage to ensure that a matching camouflage pattern is always available for the environment, and equipped with electronic countermeasures. Given the prevalance of guided weapons, smartgun systems, and sensors systems in the Sphere today, ECM and passive stealth have become more and more useful. All modern armor is designed for reduced radar reflectivity and reduced IR signature, but as many modern weapons run hot only the most exotic and dedicated stealth fields or heatsinks can prevent detection while firing weapons. ECM is a better countermeasure against smart weaponry as it does not require the user to cease engagement to evade enemy target locks, but makes one more visible to sensors systems. However, reducing the extreme accuracy of modern guided munitions is a necessity in warfare if one wishes to survive-even the most advanced sets of light infantry armor are insufficient to deflect more than one or two medium-caliber gyrockets.

To do so one must transition to larger armor, commonly known as "battlesuits" or "trolls". These suits generally stand several centimeters taller than a man, and mass anywhere between 150 to 300 kilograms without their operator, who pilots the suits via some sort of neural interface that reads from the skin. Although more primitive nations like Cook's World do not possess the technology to fully integrate neural interface into their infantry mobility suits, all the worlds of the ZOCU and Core, as well as a significant percentage of expanse polities, have their mob suits designed with neural interface to allow an infantryman to wear it while piloting a battlesuit. Fully sealed from the environment, they carry superior sensors, armor, and defensive systems, as well as the capability of easily carrying heavy support weapons such as 30mm gyrocket repeaters, automatic mortars, multishot anti-vehicle missiles, and heavy infantry energy weapons. Their heavier armor protects from much more fire but on the other hand makes them larger and more obvious, as well as somewhat restricting where they can move, and increases their target priority, ensuring that they generally get targeted by heavier weapons, ones which can defeat their armor.

Due to this, battlesuits carry some limited hard-kill countermeasures, generally simple claymores taped to the chest, back, and thighs, triggered by radar. Other enhanced defensive measures besides hard-kill systems and superior ECM that have been attempted have included personal shield generators, but due to expense, power drain, and miniaturization difficulties few powers employ them as anything besides a defensive system found in the hands of elite units.

Even heavier armors exist, termed as "shock infantry", but are generally more akin to vehicles than infantrymen and beyond the scope of this article.

Sensors

Augmentation

The most recent evolutionary advance in infantry technology has been the increasingly common use of augmentation technologies by various soldiers from many powers in the human sphere. Advances in genetic engineering, implantable mechanical technology, and nanomachinery, as well as the less high-profile but still critically important advances in pharmaceutical technology, have significantly increased the viability of infantry today.

Pharmaceutical

A near-universal augmentation method, pharmaceutical augmentation is used by powers which eschew other forms of human augmentation technology. Even powers which do not often modify their soldiers with drugs and chemicals, as the high cost-effectiveness, low absolute cost, and lack of ethical dilemmas makes them an easy and palatable solution to keep up with the most powerful forms of transhuman engineering. However, the results of pharmaceutical enhancement are generally relatively minor, or short-term.

Pharmaceutical augmentation takes many forms, from short-duration combat drugs to long-term medical care such as steroids and nootropics. Perhaps somewhat ironically, in this field the leaders of technical advancement are the Core powers, especially the European Union, as they have the highest incentive to make better "soldier drugs" for their personnel.

The most common form of pharmaceutical technology is the engineered steroid. Modern ones are highly selective, bonding solely to the desired tissue, and produce moderate amounts of improvement in physical attributes. A common EU steroid cocktail includes a modified anabolic steroid, as well as a DHEA-analogue. The combination boosts bone density and muscle mass by approximately 25-35%, with no side effects (when properly administered) save the gain in weight and bulk. Analogues of such technology are used by many powers throughout the human sphere, including New Mercian infantry, as the cocktail is extremely cheap, highly effective for its cost, and easily administered. Likewise, many military forces issue their recruits nootropics to cut down on training costs as well as increase productivity.

Finally, the most interesting and controversial form of pharmaceutical enhancement is the combat drug. Often a combination of a powerful stimulant, analgesics, psychoactive drugs to modify the fight or flight response, and antipsychotics to control the mental side effects. The net result is a fearless soldier who feels no pain, is capable of nearly inhuman feats of strength and endurance, and reacts quickly and precisely to battlefield stimuli. After the drug wears off, the user is left lethargic, easily distractable, and often has taken some degree of strain damage from overstressing his body.

These drugs today have no known long-term side effects, although the post-injection "crash" is extremely distressing, and it is possible to become psychologically addicted. Therefore, combat drugs have become more of a curiosity as of recent, although illegal possession and use of combat drugs is not uncommon in elite units such as the British Parachute Regiments, the USMC, and the US Army Rangers. Interestingly special forces units proper have a significantly reduced incidence, percentage-wise, of being caught for abuse. Whether this is from a lack of enforcement, superior skills in hiding said combat drugs, or lack of use is impossible to determine without further research.

Genetic

The most well-known method of augmenting human (and by extension, infantry) performance is genetic. From the relatively moderate changes made to the majority of ZOCU troops to the living testaments to modern genetic science that are Harawayians and Adharans, genetic augmentation lacks the limits of pharmaceutical enhancement and is still relatively affordable.

Although most transgenics were primarily designed for enhanced health, appearance, and mental capability than any particular intention to engineer towards war, due to the high value put on physical fitness by the consumer, many transgenic templates have at least moderate improvements on average over baseline humanity. The percentage improvement of enhancement decreases somewhat at the extremes, but as most soldiers are not subjected to the intense and grueling selection and training of commando units, the reduction is academic for the most part, as the bulk of every nation's armed forces are not made of special operations units.

The most extreme examples of combat engineering are Harawayian Reds, as well as Adharan genetech, both of whom share several very similar characteristics. In both cases, muscle and bone densities are significantly increased, reactions are boosted by one of several methods, muscle tissue is generally modified to be capable of functioning with both speed and endurance, and the cardiovascular system is heavily boosted. The Harawayian Reds possess an optimized endocrine system for their role, while the Adharans possess significant amounts of redundant organs as well as an abrasion and penetration-resistant dermal layer. In both cases the results are reasonably comparable-highly improved endurance and strength, superior reaction speeds, a higher body density, and increased capability to accept injury.

Cybernetic

Cybernetic augmentation, whether via hardware or is by far the most powerful but also the most expensive. Even in heavily transhuman polities such as Adhara, military-grade cyberware is rare and expensive, although the Adharans have been making attempts to reduce the cost of such an augmentation regimen. It is, however, the best choice for a "supersoldier" program

The most critical problems with cybernetic augmentation are mass, reliability, and allergenic potential. Human or transhuman bodies are not designed to accept inserts of cold metal objects, and the results are inconveniencing and painful unless the devices are specifically and expensively designed to prevent inflammation as well as sealed to ensure that no potentially toxic material ends up in the bloodstream. Nanomachinery may be less obvious, but is also more expensive and has similar problems with allergic reactions and rejection-the "Gray Death", a disease found in a moderate percentage of ZOCU veterans who possessed early-generation nano-enhancement, was caused by their enhanced immune systems rejecting the nanomachinery in their bloodstream. Although civilian cybernetics exist, they are generally uncommon, especially since almost every cybernetic system has an external equivalent which is cheaper.

The irony of cybernetic augmentation is that combining it with genetic augmentation is often difficult. The enhanced immune system of most transgenes exacerbates the rejection issues, making baseline humanity better choices for cybernetic modification. There are a handful of transgenics who are intentionally designed to be friendly to cybernetic upgrades, such as Adharans, but as the side effect of this engineering greatly cripples the immune system and requires an artificial one to be installed, for the forseeable future homo sapiens sapiens is still a better 'blank slate' to modify with cybernetics.

By far the most common military cybernetic is the "wired reflex" system, or a reaction enhancer. As reaction time enhancement via chemical or pharmaceutical means rapidly hit biological limits, cybernetic surgeries to go beyond said limits are the most common military-grade cyber. Other common augmentations generally are enhancements that are much more effective than any genetic or chemical surrogate, like artificial muscle tissue, dermal armor, and skeletal reinforcement. However, modifying someone with an amorphous diamond skeleton, myomer muscles, a set of cybernetic lungs, and dermal plating is extremely expensive, and a good suit of powered armor can essentially do the same at a somewhat cheaper price point. Therefore cybernetic augmentation is generally restricted to elite or special operations units, as they are generally already extremely costly and the augmentation can further improve them in their role as shock troopers, covert operatives, or light infantry.