Friday, 4 January 2019

Energy Cells

Version 2.4
This started out simply as an attempt at creating better tables for the blog. It has turned into a more detailed look at energy cells in Transhuman Space. Most of this is not needed for gameplay but the extra detail does help flesh out the background.

Page 140 of Transhuman Space 3rd edition tells us one pound of batteries stores 1 kilowatt-hour (3,600 kilowatt-seconds or 3.6 MJ) of energy, has a volume of 0.02 cubic feet and costs $30. It then gives examples of common standardized energy cell sizes. These have the same names as the power cells described in other third edition rules. The sizes are similar, but not identical to, the energy cell sizes given in 3e Ultra-Tech, p.10-11. In Ultra-tech 3e the AA cell is 116" in diameter and 132" thick, 8,000 to the pound. The A cell is ¼" diameter and ⅛" thick, 400 to the pound. In the THS descriptions, they would be 2,000 and 2,000 to a pound. 3e Ultra-Tech gives dimensions for cells but the density varies for the weights given.

THS 3e also tells us that a pound of battery occupies 0.02 cubic feet. Using this figure gives energy cells that seem far bulkier than seems likely. The AA cell, for example, works out as equivalent to a cube of sides of more than 6.5 mm. This seems impractical for an energy cell that is intended for use in very small items such as the 1/20" (1.27 mm) nanobug (THS 3e p.154). It seems likely the author was thinking of UT 3e AA cells and not aware the figures he gave describe something larger. UT 3e AA cells are still bigger than a nanobot.
I will deal with the subject of energy cells for very small devices presently. I began experimenting with different values for volume. I tried making the AA cell the equivalent of a 3 mm cube, which works out as a volume/lb of 54 cubic centimetres. Interestingly, this is 0.0019 cubic feet. This makes me wonder if the figure of 0.02 was a typo and should have read “0.002”. Not remembering the nanobug description, I decided to make the AA cell a 2.5 mm cube, which seemed a practical shape for such a small object. This gives a volume/lb of 31.25 cubic centimetres (0.0011 cubic feet). The cell descriptions below are based on this. Dimensions given are approximate, and given in metric since this is more likely to be used in the THS-era. The positive end of the cell is of a slightly smaller diameter.




Size


wt (lb)


no.
/lb


kWh


Dimensions


Cost


AA3


0.0005


2000


0.0005


2.5 mm
cube


$0.015


AA2


0.0005


2000


0.0005


1.6 dia.
x 7.8 mm


$0.015


AA1


0.0005


2000


0.0005


4.5 dia. x 1 mm


$0.015


AA-Flex


0.0005


2000


0.0005


4 mm
square.


$0.015


A1


0.005


200


0.005


5.8 dia. x
5.8 mm


$0.15


A2


0.005


200


0.005


12.7 dia. x 1.2 mm


$0.15


A-Flex


0.005


200


0.005


12.5 mm
square


$0.15


B


0.05


20


0.05


12.7 dia. x 12.7 mm


$1.5


C


0.5


2


0.5


27 dia. x
27 mm


$15


D


5


0.2


5


86 mm square x 22 mm


$150


E


20


0.05


20


86 mm cube


$600


The limited volume of devices likely to use the smallest cells suggests that more than one configuration of some types may be needed. The most common variety of AA cell would be a 2.5 mm cube with rounded corners. These are relatively easy to handle, although it helps to have tweezers. Bulk packs of AA cubes include a pair of plastic tweezers. AA cubes are also known as AA3 or just AA3s. The AA1 configuration is intended for thin devices. AA2 cells are used in the narrowest of devices and are relatively uncommon compared to the other configurations. AA2s are known as “pin cells” or by similar names.
A-size is also common in more than one configuration, one being a flat disc and the other a more compact “pill-cell” cylinder. I have changed the size of the A1 from 7 dia. x 4 mm to 5.8 dia. x 5.8 mm. An A cell holds the same energy as a typical 20th century 9V battery, which is twenty times heavier (0.1lb).
B cells are of similar size to a pistol cartridge case. A stack of ten A2s can substitute for a B cell in some devices. The many applications for B cells include powering electrolasers and shock gloves.
C cells are slightly over an inch in diameter and height. (Actually similar to the size of a modern 3/5 C cell!) In the first version of this page, C cells were 26 dia. x 30 mm. Equipment designed for larger or smaller cells often has an adapter for C cell operation or can be fitted with a plug-in adaptor. The plug-in adaptor has a holder for one or more C cells and a universal power connector. It plugs into a socket on equipment rather like a modern USB device does. The connector will probably be a micro-USB plug. Applications for C cells include powering laser pistols and rifles. A C cell has the same power as a TL7 12V car battery.
My original idea was for D cells to be 50 dia. x 80 mm. Ultra-Tech 4e suggests D cells are dimensioned similarly to a paperback book. This shape is more space-efficient. Suggested dimensions for a D cell are 86 mm square x 22 mm. This configuration is consistent with the statement that a D cell might be worn on a belt. It also allows four D cells to substitute for an E.
Originally I had E cells sized as 90 dia. x 100 mm. If fitted with a carrying handle it would resemble a small paint can. Ultra-Tech 4e describes E cells as about the size of a backpack”, which does not work out, suggesting a volume much larger than four D cells. The E cell is now a round-cornered cube of about 86 mm each side. Many have a carrying handle, and this is usually detached when the cell is installed. Heavy power demands use multiple E cells, individual E cells being easier to handle than a single larger cell.

Non-rechargeable cells have the same sizes, weight and cost as rechargeable cells but store twice the energy. Thus a non-rechargeable A-flex holds 0.01 kWh, twice the power of a modern 9V.

Ultra-Tech 4e p.19 changes the weight of AA and A cells to reflect those in THS 3e but there are inconsistencies with other sizes, as noted already. More usefully, Ultra-Tech 4e also introduces adhesive, flexible energy cells resembling polymer postage stamps. These are used in THS-era clothing, smart labels, smart paper, and flexible, disposable items. Flexible cells may be rechargeable or non-rechargeable. AA and A flexible cells are the usual cost; other sizes are 4 times the normal cost and may be much harder to acquire. Multiples of flexible AA and A cells are usually used instead of other sizes.

THS 3e p.140 tells us AA to E cells are just some of the standardized sizes available. Ultra-Tech 4e also had the 200lb F cell! In GURPS Terradyne TL7 power cellls (batteries) were still in wide use, even in Luna City. Other size energy cells may be encountered but the range and sizes suggested here should meet most needs. 

Very small devices that cannot use any of the AA cells proposed here would probably use built-in batteries and utilize wireless recharging systems. Physically changing the batteries in every microbot is not really practical! Instead treat such devices as taking a charge equivalent to an AA cell.


(Blogger still screws up tables! A solution!)

Wednesday, 2 January 2019

Weapons: Four New Weapons for Transhuman Space

Mikku 9mm Caseless.
The Mikku is a semi-automatic handgun manufactured and most commonly encountered in the Islamic Caliphate. It uses the same electric-ignition 9mm caseless round as the Enkidu machine pistol. The Mikku is usually issued to non-combat personnel such as officials, administrators and senior officers. Wearing, or just owing a Mikku, is regarded as something of a status affirmation. Decorated and presentation examples are relatively common. Some examples are fitted with lanyards and rings.
Outside the Caliphate a nice example or variant of Mikku may be of interest to collectors.


Guns(Pistol) (DX-4, or most other Guns at -2)





Dmg


Acc


Range


Wt


ROF


Shots


ST


Bulk


Rcl


Mikku
9mmCL


2d pi


1


120/1,300


1.8/0.25


3


9+1(3)


7


-1


2


NateGeCo Grosse Mk.1 14.4mmCL.
The Grosse 144 is a large calibre caseless handgun produced by a small company in New Mexico. “Proudly not quite Texas” its advertisements read.
The 14.4mmCL is the largest calibre conventional caseless pistol round currently available. If you absolutely, positively, need to shoot through an engine block, this is the pistol for you.
The Grosse is not issued by any military or police forces but in some sections individuals may be permitted to purchase and carry them. The weapon is favoured by some game wardens and park rangers who may encounter large, dangerous animals. Its size and power also appeals to the vanity of some of the more ostentatious of criminals. Frequent appearances in entertainments create the impression that this weapon is far more common than it actually is.
HUD link, diagnostics and visible laser link fitted as standard. Various other options available.


Guns (Pistol) (DX-4, or most other Guns at -2)



Dmg


Acc


Range


Wt


ROF


Shots


ST


Bulk


Rcl


Grosse
14.4mmCL


5d-1 pi+


2


260/2,300


4.5/1


3


7+1(3)


12


-3


3
  

Elis M7A3 Trishot.
The Trishot resembles a tube ten inches long and two inches in diameter. It is extended to fifteen inches length for firing (2 Ready actions). The breech end is sealed by a shoulder plate. The muzzle has a cap that is blown free when the weapon is fired. Just below the muzzle is folding pistol grip. Unfolding the grip exposes the trigger and cocks the firing mechanism. Folding the grip decocks the mechanism. On one side of the tube is a quadrant sight. Removing the sight and fitting it to the other side takes three Ready actions. Trishots are issued configured for right-handed users.
The Trishot is loaded with three HEMP grenades. Unlike weapons such as the GL-pod and DGL all three grenades are fired at once. A captive piston mechanism ensures that firing is smokeless, flashless and silent, at least until the warheads detonate. Use the 256-yard line on the Hearing Distance Table, p. 158, High-Tech 4e. The Trishot is a one-use, disposable launcher. The unit is discarded after the grenades are fired.
Turning the quadrant sight to the desired range automatically programs the grenades. The first grenade will explode when it reaches the set distance. The second grenade will explode two yards short of the set distance, and the third grenade two yards before this. The grenades also have impact fusing and will explode if they encounter a solid object before they reach airburst range. A user may sweep the launcher when firing, distributing the grenades across a 30 degree arc.
Each HEMP grenade does 6d x 5(10) cr inc + linked 4d cr ex [3d].
The Trishot is an ambush and harassment weapon, used to create large scale damage and confusion in a short space of time.
Exact origin of this weapon remains a mystery. The TSA has pirated the design and several insurgent movement have acquired the original or pirated template.
A non-lethal weapon based on the Trishot contains grenades that can be filled with paint or similar liquids. This is known as the “Trisplat” and is used for activities such as tag hits.


Guns (Grenade Launcher) (DX-4, or most other Guns at -2)



Dmg


Acc


Range


Wt


ROF


Shots


ST


Bulk


Rcl


Trishot


See text


2


150/500


2.8


1


1 x 3


9


-3


3

Grenade velocity 70 yd/s. Arming distance 14 yards.


Cape Commando 5mm.
The Cape Commando has the features one might expect from a good Fifth or Fourth Wave battle rifle. It has a HUD link, laser sight, fire control system and system diagnostics. It is fully compatible with homing ammunition and fully integrated with mounted mini-missile and grenade launcher pods.
The distinguishing feature of the Cape Commando is that it is designed to use the ammunition and magazines of 5mm BCRs.
The Cape Commando is a useful option for units that operate where 5mm BCRs are commonplace.
The SAC First Recon and several other African special forces units use Cape Commandos, but their use is by no means limited to that continent.


Guns (Rifle) (DX-4, or most other Guns at -2)



Dmg


Acc


Range


Wt


ROF


Shots


ST


Bulk


Rcl


Cape
Commando 5mm


5d pi


4


500/3,200


9/1


3


30+1(5)


9


-4


2


Weight given does not include mini-missile (3.8 lb) or grenade launcher (3 lb) pods.

Monday, 31 December 2018

Gyroflares: Here I Am!

Gyroflares, aka gyrobeacons are a signalling device. It serves as a flying strobe light or non-incendiary flare. To use a gyroflare the container is placed on a level surface or held firmly. A small charge launches the gyroflare several yards up into the air. This gives the gyroflare sufficient time to deploy its rotors and generate enough lift to begin rising to its working altitude. The gyroflare will ascend above any nearby trees or other obstacles.
Essentially the gyroflare is a small UAV that will hover above its point of release until its small (B cell) battery is exhausted. The body of the gyroflare is covered in red, green and blue LEDs. By using these in combination the gyroflare can simulate a wide range of colours. Some models have LEDs with enhanced infra-red output.
The behaviour of a gyroflare can be programmed before launch. Most, but not all, wearable software packages include the utility. Betas and knock-off tech may lack this and other useful programs. Alternately they may have faulty versions of the software that may cause the gyroflare to behave in unexpected ways.
Typically, a gyroflare program might instruct the device to fly high and emit a high intensity strobe for several minutes to attract attention. This would be followed by a longer period of lower output to guide observers to the location. In an emergency situation the gyroflare can pulse “S-O-S” in Morse code. When multiple beacons are in use each can flash a unique code. Better models of gyroflare trail a wire antenna and also transmit radio pulses.
Gyroflares are mainly intended for signalling and location marking. While not intended for such use, they can be used as an illumination source by programming them to hover lower and produce a constant high output of light. This will deplete their batteries at a higher rate than usual.
Gyroflares are often carried by wilderness travellers and other civilians who might have a need for them. Their use in mountains and other areas where strong winds are encountered can be problematic. Hovering gyroflares may be easily shot down by certain weapons so their use in high intensity conflicts is limited. The military do use them for non-combat missions and some “operations other than war” (OOTW).
How long a gyroflare can be used will depend upon how high and how long it is required to fly, wind conditions and its light output. When the battery is nearly expended the gyroflare will gently descend to its point of origin, providing it has not been blown off position by strong winds. It is recommended the gyroflare is placed back in its container and returned to the manufacturer for battery and cartridge replacement. Credit for this may be used towards future gyroflare purchases.

Sunday, 30 December 2018

Weapons: Grenade Launchers for Transhuman Space

I will add more details at a later date. Blogger always mucks up tables and I do not have the time or temperament today. In the meantime, the grenade launcher pages of High-Tech 4e will prove useful, particularly the section on the M29 on p.144.

Whilst mini-missiles are a very common weapon in 2100 they have not totally replaced grenade launchers. Many armies feel grenade launchers compliment the capabilities of mini-missiles. In many cases grenade rounds are more weight and cost effective than bulkier, heavier and more expensive missiles. Grenades are also more suited to the delivery of less-lethal munitions, being less likely to cause injury than a fast moving rocket propelled projectile. A typical infantry squad will have two members armed with grenade launchers, although this ratio will vary according to tactical requirements. 
 
Several types of grenade launchers are in common use on the Earth of 2100.
 
Smart-Fusing.
Smart-fusing is standard on suitable grenade launcher rounds. To use smart-fusing the launcher or the weapon it is mounted on must have a suitable fire control system. These are standard on Fifth and Fourth wave battle rifles and common on many other weapon types. Usual fuse options are airburst, impact, delay and “window”. Superquick and timed settings may also be available.
A typical engagement would see the grenadier using his weapon's laser rangefinder to establish the distance to the target. He will usually lase a spot near the target since many systems include laser warning receivers (LWR). These will trigger an alarm and possibly countermeasures if the target is lased directly. The grenadier may also select or modify the range by verbal command or keypad. The next round to be fired is programmed with the desired range. The fire control system will also adjust the sight's aiming mark to allow for range, elevation differences, wind conditions and target movement.
If set to “airburst” the grenade will explode when it reaches the programmed distance. If set to “window” it will explode 1.5 yards beyond the set direction. HEMP rounds used against armour may be programmed to detonate early for improved stand-off effect. Impact is the default setting and will be selected if there is no fire control system or an error in programming.


20mm Launcher.
This weapon has already been described in detail elsewhere. A versatile weapon, its classification poses a problem. As a grenade launcher many of its projectiles have a much higher velocity than is usual for the type. Many of its projectiles are self-propelled micro-missiles cleared from the barrel by a small impeller charge in the case. Whether these projectiles are micro-missiles or small mini-missiles is also debated. With different ammunition the weapon is often employed instead of a shotgun.
These discussions have little relevance to the practical use of the weapon. It is valued as a weapon system that can handle a wide variety of targets.

In addition to the other under-barrel versions of 20mm launchers already detailed there is a self-loading model with a tube magazine. This resembles many late 19th and 20th century firearms in that rounds need to be loaded individually and the last round loaded is the next round fired. Tube magazines should not be confused the magazine tubes used in 30mm grenade pods.
 
30mm Grenade Pod.
The 30mm grenade pod (aka “GL-pod”) mounts under the barrel of a battle rifle in the same fashion as a mini-missile pod. At a distance the two pods are difficult to distinguish. Like the mini-missile pod the grenade launcher uses the rifle's fire control system to program the grenades. Pods may also be mounted on battlesuits, cybershells or other systems.
The pod contains a short, rifled barrel mounted ahead of a cylinder with three open-sided chambers. Each chamber takes a magazine tube containing three 30mm grenades, all in the same magazine of the same type. The pod can be treated as a weapon with three three-shot magazines. A magazine tube weighs 0.6 lb, a fully-loaded pod 3 lbs. Magazine tubes with different grenade types can be loaded in different chambers. The weapon recognizes the grenade type in each tube and the operator can easily switch between different types.
The magazine tube also serves as the breech of the weapon and uses a superimposed load system. The grenades are arranged and fired in series. Partially-fired tubes can be removed from the weapon and used later. Empty tubes must be returned to the manufacturer or an armourer for reloading. Tubes with high explosive rounds are green with a yellow stripe. Riot control magazines are grey with a red stripe. Smoke magazines are light green with black markings. Canister magazines are black with white markings.
The most commonly used round is HEMP, 6d x 3 (10) cr + linked 2d cr ex [1d+1]. This has the same effects as a TS-era HEMP hand grenade or 30mm warhead. Arming distance is 12 yards. Thermobaric rounds, 8d cr ex, are less common but not unusual. Various types of riot control munitions are widely available and include various gases and thunderflash rounds. Smoke rounds produce an 8 yard radius PFOG cloud for 25 seconds and are mainly used for signalling and target marking rather than screening. Canister rounds are useful for close range operations and contain either buckshot or flechettes.
Average HEMP grenade velocity is 92 yd/s. Range is 560 yds. Homing capability is possible but not typical.
 

30mm DGL.
The 30mm DGL has some resemblance to the 30mm grenade launcher pod but uses the disposable launch tube technology familiar from 40mm Swift mini-missiles. The tube contains three grenades arranged in series rather than a single mini-missile. One or more tubes can be attached to a rifle or other suitable mounting. If a fire control system is not available the grenades work as “dumb”, impact-fused munitions. Projectiles are effectively identical to those used in the 30mm grenade launcher pod.
Launch tubes may be treated as disposable when in combat. During training used tubes are recycled and reloaded at appropriate facilities.

30mm Individual Grenade Launcher.
The 30mm grenade pod and 30mm DGL are under-barrel launchers that can be fitted to rifles. The 30mm IGL may be thought of as a grenade launcher with an under-barrel rifle! The grenade launcher itself is a semi-automatic weapon with a six or ten round box magazine. Larger, drum magazines may be encountered. The ammunition is derived from that used in the GL-pod and DGL. These, in turn, are derived from contemporary hand grenade and 30mm mini-missile warhead technology. Rather than using a superimposed system the round have more conventional aluminium or polymer cases. Several emag versions of IGLs became available in 2095.
Grenades from a conventional IGL have a similar velocity to those from a GL-pod or DGL, all being designed to produce the same tolerable level of recoil to the user. Emag IGL offer the option of variable grenade velocity. Grenades can be fired at lower velocities for short-ranged high trajectory fire. Velocities of 200-300 yd/s or more allow for flatter, longer range shots, but with corresponding increases in felt recoil. Grenades are also prone to be less accurate if travelling at trans-sonic velocities.
As might be expected, an IGL has all the sighting, range-finding and fire control systems that might be expected for a weapon using smart-fused grenades. IGLs are claimed to be more accurate than GL-pods or DGLs, although some dispute there is a significant difference in actual combat.
Grenade launchers have a relatively long minimum range so many armies fit the IGL with a “kinetic energy” component: a stockless, short-barrelled variant of a battle rifle, BCR or PDW.
The addition of the KE component further increases the weight of the weapon system and reduces its responsiveness in either mode. For rifles the excessively shortened barrel significantly reduces performance. Blast and flash are also a problem with such short barrels. +1 Hearing and +1 Vision to spot a firer in the dark.
Where possible or permitted some users remove the KE component. Others consider the KE component as only for emergencies and reduce the weight of rifle ammunition carried accordingly.

Tuesday, 25 December 2018

New Movement and Scatter System for GURPS.

A hexagonal grid combat map is commonly used in GURPS. The conventions for using it are described in Chapter 12, Book 2 of the Basic Rules.

Under these rules a figure must always face one side of a “hex”. If a figure wishes to move in a direction other than the principle six this involves a non-linear path. In the real world people do make course changes of 45 or 90 degrees!
 

Many table-top games do not use squares or hexes. Movement distance is measured and figures are moved, independent of markings on the surface. An example of this is classic Car Wars. The grid on the map was just an aid and vehicles and figures could cross it at any vector.

Such a system can easily be adapted to GURPS. One inch/25mm per yard is a convenient scale and very suitable for readily available 25-32mm figures, which often have bases of an inch or smaller. Where Chapter 12 says “hex” or “movement point” “inch” can usually be substituted.

To keep things consistent with official rules, turns are in increments of up to 60 degrees, each 60 degree change of facing or part thereof costing one movement point or reducing total move by one inch. A 90 degree turn is therefore -2 inches of movement. Inch/ movement point costs for other actions and conditions are given on p.B387.

It may be useful to remember that one hour on a clock-face is 30 degrees and 60 degrees two hours.

When using these movement rules on a hex-map the GM may require any movement to finish within a hex. If a figure finishes more than halfway across a hex they occupy that hex. If they were halfway across or less the figure moves back to the hex they were leaving. If a figure is across multiple hexes use majority, least advantage, dice roll or narrative imperative as a guide. As I discuss in one of my books, rules should facilitate a story rather than hinder.

Scatter
The scatter rules on p.B414 use a d6 to move an object in one of six possible directions. If you require a more random system try this method, adapted from “The Rules With No Name”.

 
Near the point from which the object will scatter, cast two d6 of different colours. Visualize a line between the centres of the two dice. This is the angle at which the object will scatter. Treat the higher scoring dice as the “pointer head” to give the direction of scatter. If you roll a double treat the darker/ redder dice as the pointer.