Difference between revisions of "Particle Beam Weapons"

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== The limitation of bloom ==  
== The limitation of bloom ==  
There is one fundamental problem with weaponizing particle beams. To accelerate a particle beam efficiently, we want to use electromagnetic fields - gravity is way too weak and dissipates very quickly to accelerate particle beams without completely absurd assumptions (consider: the entire mass of the Earth amounts to 1G of acceleration. The forces in a particle accelerator can be in the hundreds of millions of Gs), and neither the weak nor the strong nuclear force reach sufficiently far. Electromagnetic fields are wonderful! To accelerate particles with an electromagnetic field, they must be charged positively or negatively. But a cloud of positively or negatively charged particles will experience charge repulsion, giving rise to electrostatic bloom - the tightly bunched-together group will disperse into a weak, wide-area cloud. Too unfocused, the fearsome particle beam will not do much damage. Maybe it will irradiate the target, but the beam may disperse so widely that it becomes indistinguishable from the cosmic background radiation you find everywhere in deep space.
There is one fundamental problem with weaponizing particle beams. To accelerate a particle beam efficiently, we want to use electromagnetic fields - gravity is way too weak and dissipates very quickly to accelerate particle beams without completely absurd assumptions (consider: the entire mass of the Earth amounts to 1G of acceleration. The forces in a particle accelerator can be in the hundreds of millions of Gs), and neither the weak nor the strong nuclear force reach sufficiently far. Electromagnetic fields are wonderful! To accelerate particles with an electromagnetic field, they must be charged positively or negatively. But a cloud of positively or negatively charged particles will experience charge repulsion, giving rise to '''electrostatic bloom''' - the tightly bunched-together group will disperse into a weak, wide-area cloud. Too unfocused, the fearsome particle beam will not do much damage. Maybe it will irradiate the target, but the beam may disperse so widely that it becomes indistinguishable from the cosmic background radiation you find everywhere in deep space.
 
In older, popularized Sci-fi analysis, this issue of was generally considered the critical issue with charged particle beam weapons at ranges beyond a few hundred kilometers.
 
<blockquote>
They have a disadvantage of possessing a much shorter range. The beam tends to expand the further it travels, reducing the damage density ("electrostatic bloom"). This is because all the particles in the beam have the same charge, and like charges repel, remember? Self-repulsion severely limits the density of the beam, and thus its power.
</blockquote>
::: - Atomic Rockets, [http://www.projectrho.com/public_html/rocket/spacegunconvent2.php#id--Particle_Beams Particle Beams page]
 
<blockquote>
Particle beams disperse for a lot more reasons than laser beams, unfortunately, so it's harder to give a simple formula. It will depend on things like magnetic and electric fields in the region between the source and the target (if the particles have spin, for example, they will couple to the magnetic field gradient even if they are neutral).
However, for a neutral particle beam traversing empty, field-free space, the dispersion is proportional to the temperature of the beam. Using, for the sake of a simple example, a mercury ion beam (dispersion decreases proportional to square root of atomic mass, and mercury is a convenient high-mass atom that ionizes easily), the lateral (spreading rate) velocity of the beam is:
 
<math> V = 1.4 \sqrt{T} \, m/sec </math> for <math>T</math> in Kelvin
 
To calculate the actual angular spread of the beam, you need to know the beam velocity. For a quick calculation, you could say it's no more than the speed of light, <math>300,000,000 m/sec</math>. So the dispersion in nano-radians is <math>5 \sqrt{T}</math>.
 
So, for a beam with an effective temperature of, say, <math>1000K</math>, dispersion for mercury is <math>150\, nR</math>, or <math>0.15</math> micro-radians. Dispersion at a distance of <math>100,000 \, km</math> would be <math>0.015 \, km</math> km, or 15 meters. A hydrogen beam would disperse <math>\sqrt{80}= 9</math> times more.
[note that if the beam is actually relativistic, you have to apply a relativistic correction, which I'll ignore here.]
</blockquote>
::: - Dr. Geoffrey A. Landis, via [http://www.projectrho.com/public_html/rocket/spacegunconvent2.php#id--Particle_Beams Atomic Rockets]
 
<blockquote>
Particle beams come in three varieties: Charged particle beams (electrons or protons), neutral particle beams (neutrons) or neutralized atomic beams (high velocity hydrogen or helium atoms).
 
Each presents a number of technical problems. Electron beams are very easy to produce; indeed, anyone who’s sat in front of a CRT-based television has sat in front of one. However, electron beams are also very easy to redirect via running a modest charge through the surface of the target, and Coulomb repulsion between the electrons in the beam would cause it to disperse rapidly in roughly 40 to 80 km in a vacuum. The other variety of charged particle beam just replaces the electron with protons, which have the advantage of greater mass per particle (by a factor of a bit over 1,836). This is an advantage, in that the beams will avoid spreading quite as quickly, but also requires considerably more energy to get them up to speed in the first place.
 
Einsteinian time dilation from the frame of reference of the particles in the beam mean that beam spread happens more slowly from the frame of reference outside the beam, but higher speed beams have less time to interact with the atomic nuclei of their targets, making the optimum velocity of the beam somewhat hard to determine even for a theoretical model for a game. In round numbers, a proton beam would have ranges of roughly triple an electron beam for about the same energy inputs...which is still shorter than the lasers currently in the game.
 
The second type of particle beam is the neutralized hydrogen or helium atom beam. You impart a charge on the beam and accelerate it with a cyclotron or linear accelerator, then when the beam has enough energy stored in it, you run it through a filter that strips the electrons off, and you get a beam of neutrally charged particles. In theory, this beam of particles could penetrate armor or ignore armor within a given distance of the skin of the ship before random collisions cause it to lose energy. In practice, most filters that will de-ionize the hydrogen or helium atoms will also impart enough random momentum among the atoms in the beam that it will rapidly disperse within a few kilometers.
The third type of beam is the most problematic. If you presume that there is a way to generate neutron sources, capture neutrons and accelerate them, you could, in theory, make a beam entirely out of neutrons. Neutron beams, as beams, have some very powerful advantages. They don’t have an electrical charge, so they don’t spread from mutual repulsion of like charges. This allows them to be diffraction limited, but without the inherent limitations of photons. Depending on the tolerances of the system, and the final velocity of the neutrons, they could be very long ranged indeed; a reasonable ball park figure is around 800 to 1200 km for the first range bracket. At 20 km per hex, a 40 hex ‘short range bracket’ mean they would quickly render every other weapon in the game obsolete.
 
Even worse, neutron beams launching particles the speeds needed to make them weaponizable wouldn’t damage the ships. They’d sweep through the ships and turn everything they crossed into a radioactive hell, killing the crew in seconds. A game of “Both ships shoot, both ships become unmanned wrecks” wouldn’t be terribly fun to play.
 
Now, it is also possible, that like charged particle beam, the same forces that can be used to accelerate these neutrons into a beam could also be used to shield the target; from a game play perspective, this probably results in a perfect defense that, if it fails, results in instant death for the crew, which, will somewhat better than the “two ships fire, two ships die” model above, is much less compelling than the game that’s already present.
</blockquote>
::: - 'Designers Note: Where are the Particle beams?' Ken Burnside, Attack Vector Tactical 2nd Edition Rulebook, '''p. 104''', Ad Astra Games, Pelican Rapids, MN 56572
 
Expected ranges were generally poor because the charged particle beam appeared to disperse too fast. The use of neutralized ion particle beams is discussed more favorably in multiple analyses - [http://toughsf.blogspot.com/2018/12/particle-beams-in-space.html including in a longer blog post on ToughSF] - but neutralization of a charged particle beam requires the use of heavier ions as a base. At the least, single protons must be used. The neutralization of the beam removes the problem of mutual electrostatic repulsion, but the recombination of ions and electrons is not without leftover energy. This leftover energy adds random motion to what is now a relativistic gas. Once again the particle beam begins to disperse!
 
To get an effective weapon, we want the exact opposite! We want to fight that bloom! Only by keeping our beams focused on target, can we achieve beam intensities that do fun things like melt the target, or combust or, or explode parts of it - or just irradiate it so thoroughly that anything delicate won’t work any longer. And in deep space bloom is an even bigger problem if we want to push the range up to that of powerful lasers. Or maybe we even want to take the beams beyond the range of pesky lasers and ram a rod of particles up that smug laserstar nose to rocket nozzle!


=== Solving electrostatic bloom one way ===  
=== Solving electrostatic bloom one way ===  

Revision as of 05:19, 6 November 2021

🔨
Notice:
This page is under construction.

Like Laser Weapons, particle beams are a popular concept in science fiction. Streams of charged or neutralized particles are accelerated to awesome velocities and projected at a remote target. Like a hail of trillions of atom-sized (or smaller) bullets, the particle beam smashes into the target, releasing thermal energy and creating radiation. The unlucky target is irradiated, cored through, or exploded into chunks!

Particle beams combine some properties of larger-projectile kinetic energy weapons and the laser directed energy weapon. Particle beams can travel at high-relativistic velocities close to the speed of light, able to reach targets nearly nearly nearly as quickly as a beam of photons. But their working medium are particles with mass, which gives them different propagation and interaction behavior. Often high-energy particles can penetrate into a target or release showers of secondary radiation that penetrate deeply. This irradiation also offers a soft, insidious means to make technology fail and kill biological beings (or anything dependent on nanometer structures and molecular systems) without having to physically melt or blow apart the target. Yet a particle beam's mass flow is generally so tiny that they are not limited by physical ammunition but the power required to drive this little mass up to high speeds and thus energy.

Depending on configuration, particle beams can be highly utilitarian systems with a wide range of not just weapon but also sensing and propulsion applications. They can deal significant radiation damage at low power or focus, or transfer enough energy for explosive vaporization at high energies. Their accuracy is exceptional and their range can be significant, providing direct-fire engagment capability out to the limits of the weapon mounts and supporting sensors.

Defending against particle beams is possible with appropiate material composition and in some cases, magnetic fields.

The limitation of bloom

There is one fundamental problem with weaponizing particle beams. To accelerate a particle beam efficiently, we want to use electromagnetic fields - gravity is way too weak and dissipates very quickly to accelerate particle beams without completely absurd assumptions (consider: the entire mass of the Earth amounts to 1G of acceleration. The forces in a particle accelerator can be in the hundreds of millions of Gs), and neither the weak nor the strong nuclear force reach sufficiently far. Electromagnetic fields are wonderful! To accelerate particles with an electromagnetic field, they must be charged positively or negatively. But a cloud of positively or negatively charged particles will experience charge repulsion, giving rise to electrostatic bloom - the tightly bunched-together group will disperse into a weak, wide-area cloud. Too unfocused, the fearsome particle beam will not do much damage. Maybe it will irradiate the target, but the beam may disperse so widely that it becomes indistinguishable from the cosmic background radiation you find everywhere in deep space.

In older, popularized Sci-fi analysis, this issue of was generally considered the critical issue with charged particle beam weapons at ranges beyond a few hundred kilometers.

They have a disadvantage of possessing a much shorter range. The beam tends to expand the further it travels, reducing the damage density ("electrostatic bloom"). This is because all the particles in the beam have the same charge, and like charges repel, remember? Self-repulsion severely limits the density of the beam, and thus its power.

- Atomic Rockets, Particle Beams page

Particle beams disperse for a lot more reasons than laser beams, unfortunately, so it's harder to give a simple formula. It will depend on things like magnetic and electric fields in the region between the source and the target (if the particles have spin, for example, they will couple to the magnetic field gradient even if they are neutral). However, for a neutral particle beam traversing empty, field-free space, the dispersion is proportional to the temperature of the beam. Using, for the sake of a simple example, a mercury ion beam (dispersion decreases proportional to square root of atomic mass, and mercury is a convenient high-mass atom that ionizes easily), the lateral (spreading rate) velocity of the beam is:

for in Kelvin

To calculate the actual angular spread of the beam, you need to know the beam velocity. For a quick calculation, you could say it's no more than the speed of light, . So the dispersion in nano-radians is .

So, for a beam with an effective temperature of, say, , dispersion for mercury is , or micro-radians. Dispersion at a distance of would be km, or 15 meters. A hydrogen beam would disperse times more. [note that if the beam is actually relativistic, you have to apply a relativistic correction, which I'll ignore here.]

- Dr. Geoffrey A. Landis, via Atomic Rockets

Particle beams come in three varieties: Charged particle beams (electrons or protons), neutral particle beams (neutrons) or neutralized atomic beams (high velocity hydrogen or helium atoms).

Each presents a number of technical problems. Electron beams are very easy to produce; indeed, anyone who’s sat in front of a CRT-based television has sat in front of one. However, electron beams are also very easy to redirect via running a modest charge through the surface of the target, and Coulomb repulsion between the electrons in the beam would cause it to disperse rapidly in roughly 40 to 80 km in a vacuum. The other variety of charged particle beam just replaces the electron with protons, which have the advantage of greater mass per particle (by a factor of a bit over 1,836). This is an advantage, in that the beams will avoid spreading quite as quickly, but also requires considerably more energy to get them up to speed in the first place.

Einsteinian time dilation from the frame of reference of the particles in the beam mean that beam spread happens more slowly from the frame of reference outside the beam, but higher speed beams have less time to interact with the atomic nuclei of their targets, making the optimum velocity of the beam somewhat hard to determine even for a theoretical model for a game. In round numbers, a proton beam would have ranges of roughly triple an electron beam for about the same energy inputs...which is still shorter than the lasers currently in the game.

The second type of particle beam is the neutralized hydrogen or helium atom beam. You impart a charge on the beam and accelerate it with a cyclotron or linear accelerator, then when the beam has enough energy stored in it, you run it through a filter that strips the electrons off, and you get a beam of neutrally charged particles. In theory, this beam of particles could penetrate armor or ignore armor within a given distance of the skin of the ship before random collisions cause it to lose energy. In practice, most filters that will de-ionize the hydrogen or helium atoms will also impart enough random momentum among the atoms in the beam that it will rapidly disperse within a few kilometers. The third type of beam is the most problematic. If you presume that there is a way to generate neutron sources, capture neutrons and accelerate them, you could, in theory, make a beam entirely out of neutrons. Neutron beams, as beams, have some very powerful advantages. They don’t have an electrical charge, so they don’t spread from mutual repulsion of like charges. This allows them to be diffraction limited, but without the inherent limitations of photons. Depending on the tolerances of the system, and the final velocity of the neutrons, they could be very long ranged indeed; a reasonable ball park figure is around 800 to 1200 km for the first range bracket. At 20 km per hex, a 40 hex ‘short range bracket’ mean they would quickly render every other weapon in the game obsolete.

Even worse, neutron beams launching particles the speeds needed to make them weaponizable wouldn’t damage the ships. They’d sweep through the ships and turn everything they crossed into a radioactive hell, killing the crew in seconds. A game of “Both ships shoot, both ships become unmanned wrecks” wouldn’t be terribly fun to play.

Now, it is also possible, that like charged particle beam, the same forces that can be used to accelerate these neutrons into a beam could also be used to shield the target; from a game play perspective, this probably results in a perfect defense that, if it fails, results in instant death for the crew, which, will somewhat better than the “two ships fire, two ships die” model above, is much less compelling than the game that’s already present.

- 'Designers Note: Where are the Particle beams?' Ken Burnside, Attack Vector Tactical 2nd Edition Rulebook, p. 104, Ad Astra Games, Pelican Rapids, MN 56572

Expected ranges were generally poor because the charged particle beam appeared to disperse too fast. The use of neutralized ion particle beams is discussed more favorably in multiple analyses - including in a longer blog post on ToughSF - but neutralization of a charged particle beam requires the use of heavier ions as a base. At the least, single protons must be used. The neutralization of the beam removes the problem of mutual electrostatic repulsion, but the recombination of ions and electrons is not without leftover energy. This leftover energy adds random motion to what is now a relativistic gas. Once again the particle beam begins to disperse!

To get an effective weapon, we want the exact opposite! We want to fight that bloom! Only by keeping our beams focused on target, can we achieve beam intensities that do fun things like melt the target, or combust or, or explode parts of it - or just irradiate it so thoroughly that anything delicate won’t work any longer. And in deep space bloom is an even bigger problem if we want to push the range up to that of powerful lasers. Or maybe we even want to take the beams beyond the range of pesky lasers and ram a rod of particles up that smug laserstar nose to rocket nozzle!

Solving electrostatic bloom one way

Solving electrostatic bloom the other way

Solving electrostatic bloom the third way

Accelerator Technologies

Propagation physics

Target Interactions

Building Particle beam weapons

Example Builds