Friday, 5 June 2020

The Gamer's Guide to Radiowaves.

“Here are your communication devices for Korea. Unlimited range, also equipped with audio surveillance system.”

 The quotation from Black Panther is typical of how communications are generally treated. The communicator is shirt-button sized object that is stuck in the ear (or occasionally behind it). If it does not have infinite range it is at least international. You will get perfect reception inside an underground base, submerged submarine or within a steel bank vault!
Another staple, the homing bug can be equally astounding. Some of the GURPS rules are a little more realistic. The tag round (THS 3e p.158) has a transmission range of only a mile. For a 4mm calibre round it seems likely that frequency is unlikely to be longer than high UHF, at best. Metal vehicle bodies and terrain are likely to play havoc with reception of those microwaves. A 15mm tag micromissile may be more capable of using longer wavelengths.
A little realism poses problems for the conspiracy theorist. If implants are only a few millimetres across, how exactly are those implants transmitting to the aliens/ government? Interestingly, the tin foil hat may actually block any microwaves! Practical power source aside, radiowaves of this frequency could potentially cook the surrounding tissue if sufficiently energetic to have a useful range.
The radio spectrum will be an important facet of the THS-verse. Many characters will have VIIs or equivalent wearables. Some characters may be the AIs in such devices. It seems likely that much of the communication between these devices and their users and the outside world will be in the microwave range. Just what happens if the terrain is unfavourable and there are no relays? How clever and useful will your AI be when it cannot connect to the information web? Criminals may deliberately create “dead zones” so victims cannot call for assistance. In certain conditions a character may need to carry a device to allow their VII to utilize UHF and VHF wavelengths. Long-range line of sight transmissions such as to satellites may also need additional hardware. A antenna implant for longer wavelength transmissions may be an option. Perhaps this could be combined with a tail biomod!
Communication delay (time-lag or light-lag) may also be significant. Any transmission that passes via a satellite has a delay of a quarter of a second each way. For a two-way communication, such as operating a remote or telepresence, this is a half second pause between a stimulus and a reaction. Light-lag in seconds is 500 x distance in AU. Table below taken from here.
Geosat Link (US-Aus) 0.25 sec.
Earth-Moon 1.3 sec.
Earth-Mars 3-21 minutes.
Earth-Jupiter 33-53 minutes.
Earth-Pluto 5 hours. 

Below is a quick crash course in the radio spectrum. To save time I have edited most of this from Wikipedia. Refer to the original articles for further detail on some of the topics mentioned. I have mainly concentrated on communication related uses. Some of these wavelengths have other interesting applications. Hopefully what I have included will give you some ideas for scenarios or other ways that some added realism can make games can make games more interesting.


Frequencies are expressed in hertz (cycles per second). Personally I find it easier to understand how they may interact with the world if converted into wavelength. The formula for this is given below. You will see there is a direct correlation between range, clarity, penetration and bandwidth.

Conversion to metre bands: Metres=300,000/frequency in kHz or 300/frequency in MHz.


“I canna’ change the laws of physics. I’ve got to have thirty minutes.”. Scott to Kirk, Star Trek Episode: The Naked Time.

ELF (Extremely low frequency) 3 to 30 Hz/ wavelengths: 100,000 to 10,000 kilometres. Actually classed as a “subradio” frequency. ELF can potentially penetrate hundreds of metres of seawater, so has applications for communication with submarines. Constructing a practical ELF transmitting station poses considerable challenges. The proposed US Project Sanguine would have occupied two-fifths of the state of Wisconsin and required 800 Megawatts of power.
SLF (Super low frequency) 30 to 300 Hz/ wavelengths: 10,000 km to 1000 km. 30 to 300 Hz is sometimes called “ELF”.
Like ELF, SLF can be used to communicate with deep diving submarines. A SLF transmitting station requires a large area with very low ground conductivity. The Russian ZEVS station (83 Hz/ 3,656 km wavelength), for example, has 60 km between its electrodes. The US Project ELF (at 76 Hz/ wavelength 3,945 km, actually SLF) used two installations 135 km apart. Due to the considerable technical requirements, expense and rarity of suitable locations only a few nations have SLF communication facilities. At SLF frequencies the bandwidth of the transmission is very small, so a system can only send short coded text messages at a very low data rate. Reportedly it took Project ELF 15 minutes to transmit a single three-letter code group. Submarines cannot transmit back so a ELF-VLF signal is often followed by communication using higher frequency radio.
ULF (Ultra low frequency) 300Hz to 3 kHz/ wavelength: 1000 to 100 km. Used for communication in underground mines as it can penetrate the ground. Naturally generated bursts of ULF have been detected before some earthquakes. “Earth-mode” communications used in World War One. May or may not have seen later military use for secure communications through the ground. Due to the impractical size for a full wave resonant antenna, range is usually limited to just a few kilometres. Receiving a 10-100 W signal at this distance would require electrodes hammered into the ground 10-50m apart.
VLF (Very low frequency) 3 to 30 kHz/ wavelengths: 100 to 10 km. The band is also known as the “myriametre band/ wave” as the wavelengths range from one to ten “myriametres” (myriametres; an obsolete, non-SI, metric unit equal to 10 kilometres). Due to its limited bandwidth, audio (voice) transmission is highly impractical in this band, and therefore only slow, low data rate coded signals are used, of the order of a few characters each minute. The VLF band is used for a few radio navigation services, government time radio stations (broadcasting time signals to set radio clocks) and communication to submarines. VLF waves can penetrate at least 40 metres (120 ft) into saltwater, so are used for secure military communication, particularly with submarines. VLF radio waves can diffract around large obstacles and so are not blocked by mountain ranges or the horizon, and can propagate as ground waves following the curvature of the Earth, or follow the waveguide between the Earth’s surface and ionosphere. VLF transmissions are very stable and reliable, and are used for long distance communication. Propagation distances of 5,000 to 20,000 km have been realized.
Constructing a full wave resonant antenna for a VLF system is impractical, so transmitting antennas are a small fraction of a wavelength long. Even so, transmitting antennas may be over a mile across and use very high power (~1 megawatt) sources. Receiving antennas can be considerably smaller since great efficiency is not needed. Submarines usually use a long antenna raised by a buoy.
LF (Low frequency) 30 to 300 kHz/ wavelengths: 10 to 1 km. Known as the “kilometre band/ wave”.
LF Uses: aircraft beacons, navigation (LORAN), information, and weather systems. Some time signal broadcasts (“radio clocks”). AM “Longwave/ LW” broadcasting. Some radio frequency identification (RFID) tags utilize very short range LF.
LF Propagation: Long wavelength, low frequency radio waves can diffract over obstacles like mountain ranges and travel beyond the horizon, following the contour of the Earth. This mode of propagation, called ground wave, is the main mode in the LF band. Low frequency ground waves can be received up to 2,000 kilometres (1,200 miles) from the transmitting antenna. Skywave or “skip” propagation can occur, but is less common than with higher frequencies/ shorter wavelengths. Skywave LF signals can be detected at distances exceeding 300 kilometres (190 miles) from the transmitting antenna.
LF Antenna: Due to its use of ground waves LF is most effectively transmitted by vertical antennas. The long wavelength means most antennas are of less than quarter wavelength. Navigational beacons and LW broadcasting stations may use masts approaching 200 metres in height
Signals below 50 kHz are capable of penetrating depths of saltwater. The US Ground Wave Emergency Network (GWEN) at 150-175 kHz was a land-based system formerly used to communicate with submarines, being capable of continued operation after a nuclear attack.
MF (Medium Frequency) 300 kHz to 3MHz (3000 kHz)/ wavelength: 1000 to 100 metres. Known as “hectometre band” as the wavelengths range from ten to one “hectometre”
MF Uses: Medium wave (MW) AM broadcast band. Also used for navigational radio beacons, maritime ship-to-shore communication, and transoceanic air traffic control. Many home-portable or cordless telephones, especially those that were designed in the 1980s, transmit low power FM audio signals between the table-top base unit and the handset on frequencies in the range 1600-1800 kHz/ 1.6-1.8 MHz.
MF Propagation: Radio waves at MF/MW wavelengths propagate via ground waves and reflection from the ionosphere (skywaves). Ground waves follow the contour of the Earth. At these wavelengths they can bend (diffract) over hills, and travel beyond the visual horizon, although they may be blocked by mountain ranges. Typical MF radio stations can cover a radius of several hundred miles from the transmitter, with longer distances over water and damp earth. MF waves can also travel longer distances via skywave propagation, but this is variable with time of day, season and solar activity. When the ionosphere is heavily ionised, such as during the day, in summer and or at times of high solar activity, MF waves can be absorbed. At night, in winter or during low solar activity, MF signals can be refracted and received hundreds or thousands of miles away. This may cause interference with other MW stations.
MF Antenna: Primarily using ground wave propagation, MW stations use vertical antenna, typically “quarter wave” of 25-250 metres. Receiving antennas are small enough that they are usually enclosed within the case of an AM receiver. Reception is at its best when the rod is at right angles to the transmitter. Ferrite antennas are often used for AM radios and these are also used in portable radio direction finders.
Early in the First World War, aircraft radio systems for Morse and voice transmission typically usedMF 100–260m (1.15–3MHz). Artillery spotter aircraft lowered a trailing aerial wire of around 100-200ft (30.5–61m) in length, with a lead weight at the end. A portable system intended for ground troops requited three men, one holding the end of an antenna 50 ft ahead of the operator, the other 50 ft behind. Not surprisingly, many infantry stuck with their carrier pigeons and messenger dogs!
HF (High frequency) 3 MHz to 30 MHz/ wavelength: 100 to 10 metres. Also known as the “decametre band/ wave” as its wavelengths range from one to ten “decametres”.
HF Uses: The band is used by international and regional shortwave broadcasting stations (2.31–25.82 MHz) eg BBC World Service and Voice of America, aviation and air-to-ground communication, maritime sea-to-shore and ship-to-ship services, over-the-horizon radar systems, Global Maritime Distress and Safety System (GMDSS) communication, government time stations, military and governmental communication systems, clandestine and numbers stations, weather stations, amateur radio and citizens band services, studio-to-transmitter (STL) radio links, radio control devices for models and radio paging transmitters, among other uses. Some radio frequency identification (RFID) tags utilize HF.
HF Propagation: The dominant means of long-distance communication in HF band is skywave (“skip”) propagation. HF radio waves can travel beyond the horizon, around the curve of the Earth, and can be received at intercontinental distances. The refractive tendency of the ionosphere is influenced by a number of factors, including time of day, season, solar activity, sunspots, and polar aurora. HF works well on summer days while MF may be better on winter nights. At optimal conditions a HF transmitter may have global reach for relatively little power. Limited groundwave propagation means that under certain conditions a HF frequency may be useless. “Broadband over power lines” (BPL) Internet access adversely affects HF communications, as do some electronic devices such as plasma televisions.
HF Antenna: Transmission of skywaves favours horizontally orientated antennae Uses of efficient “quarter wave” to “full wave” antennae becomes practical, although these may be in excess of ten metres long. Use of long range HF radios is therefore restricted to static positions or large vehicles such as airliners or naval vessels.
Spies and reconnaissance troops have used HF transmitters, but needed to find a suitable location in which to erect their antenna and remain safe while halted for use. Given that communication satellites will be a prime target for enemies in future conflicts, the capability to transmit at HF wavelengths is likely to remain important.
The British No.18 Manpack radio of the Second World War used 6 to 9 MHz with an RF output of 0.25 W. Range was up to 10 miles. The US SCR-536 “Handy-Talkie” hand-held used a 3.5 and 6.0 MHz frequency range but had a range of a mile or less due to the short antenna. OSS and SOE issued radios that worked in the 2 to 17 MHz ranges with a claimed range of 200-1000 miles. Most were suitcase-sized, but one model, the SSR-5, was under 3 lbs!

There is a Modesty Blaise story where it is claimed she detects a distress signal from halfway around the world on the “shortwave” in her car. This is highly unlikely, since the vehicle would be too small to mount an antenna likely to have such a performance. Technically, a CB radio is a “shortwave”, but these were illegal and not available in the UK when the story was set.
Shortwave (SW)” is a term that includes the HF wavelengths but may also include MF frequencies down to 2 MHz. Some dictionaries define it as “frequencies of over 1600 kHz/ 1.6 MHz”. SW is somewhat less prone to interference from thunderstorms than medium wave radio, making it useful in tropical regions or for broadcasts during extreme weather emergencies.
CB (“Citizen’s Band”) radio is technically SW/ HF, usually being 40 (in some countries, 80) allocated channels around the 11 metre/ 27 MHz range. Upper bands of HF (26.5-30 MHz) share some characteristics with low VHF. A “quarter-wave” antenna for CB frequencies must be 2.7 metres/ 9ft or its equivalent. This may have contributed to its initial popularity on larger vehicles such as trucks. Although perceived as a relatively short-ranged means of communication, as a HF system CB transmissions can propagate by skywave and depending on the ionosphere, sometimes transmission of thousands of kilometres have been made.
VHF (Very high frequency) is 30 to 300 MHz/ wavelength: 10 to 1 metre.
VHF Uses: Radio waves in the VHF band are used for digital audio broadcasting (DAB) and FM radio broadcasting, television broadcasting, two-way land mobile radio systems (emergency, business, private use and military), long range data communication (up to several tens of kilometres with radio modems), amateur radio (6 metre band and others), and marine communications. Air traffic control communications and air navigation systems. Radio controlled toys and model aircraft, industrial remote control, cordless telephones, baby monitors, wireless microphones, TV/FM remote broadcast pickup. Early animal radio-tracking devices used VHF.
VHF Propagation: Radio waves in the VHF band propagate mainly by line-of-sight and ground-bounce paths. They do not follow the contour of the Earth as ground waves and so are blocked by hills and mountains, although because they are weakly refracted by the atmosphere they can travel somewhat beyond the visual horizon out to about 160 km (100 miles). VHF waves therefore have a “radio horizon” that is further than the visual horizon. Occasionally, when conditions are right, VHF waves can travel long distances by “tropospheric ducting” due to refraction by temperature gradients in the atmosphere. VHF can penetrate building walls and be received indoors, although in urban areas reflections from buildings cause multipath propagation.
VHF Antenna: The VHF band is the first band at which efficient transmitting antennas are small enough that they can be mounted on vehicles and man- portable devices, so the band is used for two-way land mobile radio systems, such as walkie-talkies, and two way radio communication with aircraft (Airband) and ships (marine radio). A quarter-wave whip antenna would be 25 cm to 2.5 metre.

Microwaves.
“Micro” in this context means small, rather than indicating a wavelength in the micrometre range (which would be infrared light, rather than a radiowave). Microwaves are defined as 300 MHz (1 metre) to 300 GHz (1 mm), which includes UHF, SHF and EHF (millimetre wave). An alternative definition is 1 to 100 GHz (wavelengths between 0.3 metre and 3 mm), which covers the SHF band but only part of the UHF and EHF. Microwaves of either definition travel by line-of-sight and do not diffract around hills, nor follow the earth’s surface as ground waves, nor reflect from the ionosphere. Terrestrial microwave communication links are limited by the visual horizon to about 40 miles (64 km). Microwave-band systems are widely used in modern technology, in point-to-point communication links, wireless networks, microwave radio relay networks, radar, and satellite and spacecraft communication.
UHF (Ultra high frequency) radio frequencies have the range 300 MHz to 3 GHz (3000 MHz)/ wavelength: 1 metre to 0.1 metre (10 cm), also known as the decimetre band as the wavelengths range from one metre to one tenth of a metre (one decimetre).
UHF Uses: UHF is used for television broadcasting, mobile (cell) phones, satellite communication including GPS, personal radio services including Wi-Fi and Bluetooth, walkie-talkies, cordless phones, garage door openers, automobile keyless entry systems, radio microphones, pagers, alarm monitoring, RFID, radar systems, amateur radio (ham – 70, 23, 33, 13 cm bands), digital audio broadcasting, commercial aviation air-ground systems and numerous other applications.
UHF Propagation: UHF radio waves propagate mainly by line of sight and ground reflection. UHF is blocked by hills and large buildings and cannot travel beyond the horizon, although the transmission through building walls is strong enough for indoor reception. UHF has a shorter wavelength than VHF, which makes it easier for the signal to find its way through smaller wall openings to the inside of a building. When used within a building its shorter wavelength travels through small openings inside the building better than VHF or longer wavelengths. Since the wavelengths of UHF waves are comparable to the size of buildings, trees, vehicles and other common objects, reflection and diffraction from these objects can cause fading due to multipath propagation, especially in built-up urban areas. Since UHF transmission is limited by the visual horizon to 30–40 miles (48–64 km) and usually to shorter distances by local terrain, it allows the same frequency channels to be reused by other users in neighbouring geographic areas (frequency reuse). Radio repeaters are used to retransmit UHF signals when a distance greater than the line of sight is required. Occasionally UHF radio waves can travel long distances by tropospheric ducting.
UHF Antenna: At UHF frequencies a quarter-wave monopole, the most common omnidirectional antenna, is between 2.5 and 25 cm long. Many hand-held and other small devices use UHF wavelengths.
SHF (Super high frequency) are radio frequencies in the range 3 to 30 GHz/ wavelength: 10 to 1 cm. This band of frequencies is also known as the “centimetre band/ wave”
SHF Uses: SHF frequency range is used for most radar transmitters, wireless LANs, satellite communication, microwave radio relay links, many short range terrestrial data links and microwave cooking.
SHF Propagation: Centimetre waves propagate solely by line of sight. Penetration through building walls enough for useful reception may be problematic if there are obstructions such as furniture or people. The wavelength of SHF waves creates strong reflections from metal objects the size of automobiles, aircraft, ships, and other vehicles. This is useful for radar, but not for SHF communication systems. Attenuation and scattering by moisture in the atmosphere increases with frequency, limiting the use of high SHF frequencies for long-range applications.
SHF Antenna: Wavelengths are small enough at centimetre wave frequencies that the antenna can be much larger than a wavelength, allowing highly directional (high gain) antennas to be built which can produce narrow beams. Therefore, they are used in point-to-point terrestrial communications links, limited by the visual horizon to 30–40 miles (48–64 km). By using troposcatter, specialized communications systems operating at a few GHz, may communicate beyond the horizon.
The wavelengths of SHF waves are small enough that they can be focused into narrow beams by high gain directive antennas from a half metre to five metres in diameter.
SHF is the lowest frequency band where radio waves can be directed in narrow beams by conveniently-sized antennas so they do not interfere with nearby transmitters on the same frequency, allowing frequency reuse. On the other hand, they are the highest frequencies which can be used for long distance terrestrial communication; higher frequencies in the EHF (millimetre wave) band are highly absorbed by the atmosphere, limiting practical propagation distances to one kilometre. The high frequency gives microwave communication links a very large information-carrying capacity (bandwidth).
EHF (Extremely high frequency) is 30 to 300 GHz/ wavelength: 10 mm to 1 mm. Radio waves in this band are called the millimetric or millimetre band/ waves, sometimes abbreviated to MMW or mmWave.
EHF Uses: Millimetre waves are used for military fire-control radar, Traffic police speed radar, short-range wireless networks, intersatellite links, point-to-multipoint communications and point-to-point high-bandwidth communication links. Since the waves penetrate clothing and their small wavelength allows them to reflect from small metal objects they are used in millimetre wave scanners for airport security scanning. They are used for relatively short range, high resolution radar systems such as weapon guidance. The Microwave Active Denial System (MADS, THS 3e p.156, Changing Times 4e, p.63) emits a beam of millimetre radio waves with a wavelength of 3 mm (frequency of 95 GHz).
EHF Propagation: Millimetre waves propagate solely by line-of-sight paths. At typical power densities they are blocked by building walls and suffer significant attenuation passing through foliage. Radio waves in EHF band have high atmospheric attenuation: they are absorbed by the gases and water in the atmosphere. Therefore, they have a short range and can only be used for terrestrial communication over about a kilometre. Absorption increases with frequency until at the top end of the band the waves are attenuated to zero within a few metres. Absorption by humidity in the atmosphere is significant except in desert environments. In addition, millimetre wavelengths are the same order of size as raindrops so attenuation by rain (rain fade) is a serious problem even over short distances. However the short propagation range allows smaller frequency reuse distances than lower frequencies. Thus, they are useful for densely packed communications networks such as personal area networks.
EHF Antenna: The short wavelength allows modest size antennas to have a small beam width, further increasing frequency reuse potential by use of highly directional, “pencil-beam” transmissions.
THF (Tremendously high/ terahertz frequency), also known as terahertz waves, terahertz radiation, T-rays, T-waves, T-light, T-lux, THz or submillimetre radiation, consists of electromagnetic waves from 0.3 to 3 THz (300-3000 Ghz)/ wavelength: 1 mm to 0.1 mm , although the upper boundary is somewhat arbitrary and is considered by some sources as 30 THz/ 10 micrometres. This is where radiowaves meet infrared. Given millimetre waves can be used for security scanners, it is not surprising that submillimetre waves have similar applications. Terahertz radiation can penetrate fabrics and plastics, so it can be used to uncover concealed weapons on a person, remotely.
In May 2012, a team of researchers from the Tokyo Institute of Technology published in Electronics Letters that it had set a new record for wireless data transmission by using T-rays and proposed they be used as bandwidth for data transmission in the future. The group achieved a signal at 542 GHz (0.553 micrometres), resulting in a data transfer rate of 3 Gigabits per second. The study suggested that Wi-Fi using the system would be limited to approximately 10 metres (11 yd), but could allow data transmission at up to 100 Gbit/s. In 2011, Japanese electronic parts maker Rohm and a research team at Osaka University produced a chip capable of transmitting 1.5 Gbit/s using terahertz radiation. It is highly likely a number of Transhuman Space scenarios could be built around terahertz technologies.
THS Cities of the Edge (4e) tells us that THS communities make extensive use of fibre-optic hard-lines. Radio is mainly used to connect wire terminal-transceivers with mobile systems. It also notes: Indoors, infrared light signals are also used for some communications. They tend to be fairly short range (around 30 feet). Another short-range, low-bandwidth method that is very rare (and hence harder to detect unless one knows what to look for) is ultrasound.
Lasers can pack plenty of information into a signal but have limited range in air; they are more often used in space or for certain indoor environments like robofactories. Near-Ultraviolet Lasers, NULs, have become increasingly common in truly band-width-hungry indoor applications where sunlight cannot reach and humans seldom go – NUL usually indicates that this is an environment solely intended for cybershells.

Saturday, 4 April 2020

Weapons: Laser Assault Cassette

Version 1.1

The laser assault cassette is an accessory for laser rifles. A C cell provides a laser rifle with 30 shots, which may be insufficient for many combat engagements. Under combat conditions the small size of a C cell may make replacing it problematic, especially if the user is wearing space-suit or battlesuit gauntlets.
The laser assault cassette (aka “power cassette” or “power mag”) ;is a lightweight polymer container that holds three C cells and circuitry that connects all three to the laser rifle. The cassette plugs into the laser rifle and the rifle takes power from the cassette before using its standard C-cell. A cassette-equipped laser rifle therefore has 120 shots, and still has 30 shots available once the cassette is exhausted. A drained cassette can, of course, be replaced with another cassette for an additional 90 shots. Treat as an assault rifle magazine change.
The size of the cassette makes it easier to handle, being of similar size to a conventional assault rifle magazine. To make it more foolproof the cassette has power connections at each end so it cannot be fitted wrong way up.
Many recently produced models of laser rifle have a mounting for a power cassette. Those that do not can have one built with suitable microbots in less than an hour. Such an upgrade should include programming to teach the laser to take power from the cassette first.
A laser assault cassette fitted with three C cells weighs 1.7 lb.
The connection for a power cassette can also be used to take power from a D or E cell. Due to their weight, these are seldom attached directly to a rifle so a connector fitted with a power cable is used. The D or E cell is worn on a belt, in a backpack or in a chest rig. A D cell provides 300 shots, an E cell 1,200.

Tuesday, 24 March 2020

Sciopods

From the Itinerarius (Vol.3) of Philip the Pedant:
There is much misinformation about the people known as sciopods, skiapodes, monoscelans, monocoli, or, to the vulgar, monopods. They are seldom encountered outside of the hot countries, and appear relatively uncommon within them. Many assume them to be a myth or traveller’s tale. Sometimes attested to be a form of dwarf, they are have a closer resemblance to small men, but some dwarven features are evident in many.
Pliny the Eldar, St Augustine and others correctly report “...another race of men, who have only one leg but are able to leap with surprising agility. The same people are also called Skiapodae, because they are in the habit of lying on their backs, during the time of the extreme heat, and protect themselves from the sun by the shade of their feet.” This will give the reader some idea of the size of a sciopod’s foot.

One error is that their foot is webbed. This may have arisen from the theory that the sciopods are a tribe of merman that has taken to living on the land. Since sciopods are well known for their habit of shading themselves from the sun with their foot, it may have been deduced that a webbed foot was better suited for such a purpose.
A more common error is to draw the sciopod with either a left or right foot. Indeed, it is difficult to find a woodcut that shews them correctly. As the many travellers who have encountered them will confirm, the middle toe of the sciopod is the largest, with the two neighbouring toes of smaller, but equal size to each other, and the outermost toes the most diminutive of all. This form explains St Augustine’s statement that the “skiopodes are a race who have two feet but only one leg”. The nails of the foot, particularly of the central three toes, are very thick, that of the middle-most resembling a hoof. When the sciopod moves at great speed, only the tip of the middle toe contacts the earth, and it is proportioned and constructed to accommodate such stresses and wear.

While the sciopod uses its foot for shade, the sun tans the sole of the foot into tough, dark leather, muchly darker than the sciopod’s other skin. Many chroniclers have described the great speed and agility of the sciopods. The sciopod’s powerful leg allows it to move as swift as a horse and rider, rivalling a gazelle. The toughened sole and thick nails protect the foot when moving across rough terrain.
It has been incorrectly reported that the sciopods are non-violent vegetarians and do not even kill plants, but live by inhaling the scent of a plant they carry with them. Sciopods exist on the same diet that sustains other men. Some are known to carry certain plants and appear to savour their odours as a narcotic or stimulant. These seem to have no effect on normal men.
For war and hunting the sciopods favour the spear and the bow. The Norse explorer Karlsefni reports his companion Thorvald died from an arrow-wound given to him by a sciopod, which then escaped swiftly across rough ground. If a sciopod has thrown his spear or expended his arrows he may use his great speed, powerful leg and hardened foot to deliver a powerful kick that may down an armoured man or break through a wall. They have been known to kick trees to dislodge coconuts, and sometimes tree-dwelling animals or their nests.
Many scholars have speculated on the final topic. The privy parts of a sciopod are located on the rear-side of the leg. Both sexes have a vent, like that of a serpent or shark, in which their parts are protected when not used. Some older readers will fondly recall the several sciopodesses that briefly were available in some of the bawdy houses of Southvarke. When coupling, a pair of sciopods have a number of options. Most commonly they lay with their legs raised and pressed together, allowing them to enjoy the shade as well as each other. 

Friday, 14 February 2020

Weapons: Hand Grenades Part 1. Explosives.

This will be another article that adds more detail for an item only covered briefly in the official publications. This one will be about the hand-grenades encountered in Transhuman Space. Hand-grenades are actually quite a broad subject so this topic will be covered in several parts. This initial part will describe explosive hand-grenades, later posts detailing chemical and specialized grenades.
According to the original 3rd edition rulebook (p.159): “A standard grenade in 2100 weighs 0.1 Ib. costs $5, and is treated as a 30mm warhead (see Smart warheads p. 158): all types except SEFOP are available. Use Throwing skill to throw a grenade: see p. B49. The distance a character can throw a grenade is ST x 3 yards. A grenade is Holdout +3.”
And (p.158): “All [warheads] have smart fuses, programmable through augmented reality as long as the shooter has a virtual interface or is a cybcrshell. It takes 2 seconds to reprogram one or more warheads in a weapon.”

Fuses.
Externally, the mechanism of a 2100 grenade would seem perfectly familiar to most 20th century soldiers. There is a pin or tab that must be pulled out and a safety lever, spoon, trigger or large button that must be held down until the grenade is thrown. The pin or lever may not detach in many models, but the basic mode of operation has not changed. In addition to these basic controls most modern grenades also have an additional button. This is the reprogramming button. The program of a fuse cannot be changed by an interface unless the programming button is held down. When not depressed the button physically isolates the grenade’s receiver circuit. This feature prevents an enemy from remotely hacking grenades and, for example, setting all fuses to zero delay.
Default setting for most grenades is 4.5 seconds delay. The electronic fuses used are more reliable and more consistent than those of earlier eras, so detonation will nearly always be in the 5th turn after throwing. Many models have an impact setting and this may be the default instead. As a safety feature the impact mechanism does not arm until a second after the safety level releases. If not triggered by an impact the grenade explodes after four or more seconds. The delay in arming allows an impact-fused grenade to be bounced-off a wall, around a corner, or off the ground for an airburst. These settings may be reset by interface.
Time delay can be reprogrammed. Zero delay is used for booby traps. Most electronic grenade fuses can be set for any value of 0 to 9,999 seconds, giving a delay of up to 2 hours, 46mins and 39 seconds.
The rules for smart warheads allow for a proximity mode and IFF. This is not available for standard grenade fuses. Some models can have a sensor module added. This is usually used to convert a grenade into a booby trap or mine.
Many grenade types do not need such sophisticated fuses. Some chemical grenades have a conventional lever and pin mechanism but the fuse is not programmable and has a pre-set delay. Munitions intended for signalling or other non-bellicose purposes often have a simple ring, tab or loop that is pulled for ignition.

Explosive Grenades.
Powerful explosives such as octoniuocubane are widely used for grenades in 2100. Theoretically this could be used to make very powerful, highly destructive hand grenades. In practice the utility of a hand grenade is limited by its danger area. Above a certain limit, hand grenades are too dangerous to their user so see little use. Instead, the advantages of modern explosives have been used to create small, lighter grenades, allowing the soldier to carry more.
Physically an explosive grenade from 2100 is about the bulk of a golf ball. Making them any smaller makes them difficult to manipulate.
Common types of explosive grenades are:
Fragmentation Grenade: The general workhorse of “pocket artillery”. Preformed fragments or related technologies ensure a predictable casualty radius. “Frags” are simple, versatile and effective. A 2100 fragmentation grenade does 4d cr ex [1d+1] damage.
Concussion Grenade: An underappreciated weapon, concussion grenades are designed to minimize fragmentation. While their lethal area is smaller this makes them more useful in situations where range is short or cover for the user is limited. Their proportionally higher explosive content makes them useful for improvised demolitions and destruction of equipment. Concussion grenades are designed to not produce dangerous fragments, but debris and friable items in the vicinity of the blast may act as fragments. A 2100 concussion grenade does 4d+2 cr ex damage.

Modular Fragmentation Grenade: A fragmentation grenade designed with the fragments in a removable sleeve. In the past fragmentation sleeves were issued to turn concussion grenades into frags and make them more lethal. The modular grenade reverses this, in that a fragmentation grenade can be converted into a small concussion grenade for situations were a frag has too great an effect area. Damage with the sleeve fitted is 4d cr ex [1d+1]. The explosive core on its own is treated as a concussion grenade with damage 2d+2 cr ex. A core throws the same distance as other THS grenades, its lighter weight being balanced out by its low density. An alternate sleeve containing additional explosive can be fitted to a core to create a standard power concussion grenade, although this is unlikely to be done during actual combat.


HEMP Hand Grenade: The rules given only prohibit SEFOP hand grenades and a HEMP grenade is theoretically possible. In order to ensure the hollow charge is directed towards the target this would need to be a stabilized hand grenade similar to RPG-43 (High-Tech 4e p.192). There would be a -5 to Throwing skill for users not familiar or well-practised in using such grenades. The GM may rule the HEMP hand grenade is not general issue and a rare item. In 2100 mini-missiles fill a similar role more effectively. A HEMP hand grenade is only likely to be useful to someone who for some reason cannot carry a mini-missile launcher: an agent, terrorist, guerilla or operator. HEMP hand grenade: 6dx3 (10) cr + linked 2d cr ex [1d+1].

Sunday, 9 February 2020

Soldiering 2100

“And then hippy chick starts on the topic of the military, and I lose it. She has absolutely no idea, and what she thinks she knows is at least sixty years out of date, and probably from a movie!
“Your typical military base these days is mainly automation and cybershells. The few humans that are there: are mainly officers, most of them specialists. Enlisted are mainly technicians, and there are generally even less of them. The downsizing of the human element in the military has been a major problem. A lot of poor people relied on the military for education and healthcare. Less military has been a major social problem. Of course, hippy chick has a trust fund and portfolio, so she cannot understand that!
“Occasionally you would have to man the main gate or the security desk, but that was mainly tradition. There was an AI that really handled security. It never got bored or sleepy, had incredible attention to detail and could do twenty things at once. Gate duty might mean standing around in the cold weighed down with gear you did not need. Security desk was better. You were in the warm, and our AI had taken up wildlife observation as a hobby. It had a really interesting collection of images and recordings.”

Tuesday, 21 January 2020

Scout Ants

Scout ants (aka “Scants”) are a commonly used reconnaissance system. Less sophisticated than a CATS, they are a fraction of the price. This may result in relatively large numbers being used at once.
As might be expected, a scant resembles an ant approximately 30 cm long. Number of legs may vary from four to eight, with the hexapod configuration being most common. The head contains sensors, including cameras, microphones and sometimes olfactory pick-ups. The abdomen protects a retractable antenna. When retracted the communication systems have some resistance to EMP attacks.
Lacking the speed and agility of a CATS, the scant is typically tasked with missions such as the surveillance of a stationary site. To do this the scant will typically select a vantage point under a bush or up a tree, where they are easily overlooked. A scant can climb the sides of most buildings, but this often exposes them to observation. In urban environments beneath parked vehicles is a more popular observation position.
Scants negotiate water obstacles by attempting to traverse the river bottom.
Many models of scant are not equipped with any armament. Some include an electric “crackler”, which is mainly intended to discourage predatory animals with adventurous appetites. The crackler can be a nasty surprise for human enemies that try to handle a scant. The victim of a crackler discharge must make a HT-3 roll to avoid being stunned (at +1 per 10 points of non-conductive DR); if the roll fails, the victim takes 1d fatigue and remains stunned for as long as the crackler-equipped scant is in contact, and for (20-HT) seconds after it is removed, before any recovery rolls are permitted. Some operators have found more inventive uses for a scant crackler, using it to disrupt electrical devices or ignite flammables.
Scants are deployed in a variety of ways. They may be allowed to simply walk to their objective. They can be dropped from aircraft or inserted by larger cybershells or vehicles. Several scants can fit in a briefcase.

Wednesday, 15 January 2020

Weapons: EMP Projectors and Warheads.

Version 1.4

“...then in ’59 the Luddites wiped the regional tax records with an EMP.”

EMP (electromagnetic pulse) weapons have been used by terrorists, saboteurs, activists and malicious pranksters. Criminals have used them to disable robots for later resale. As a consequence, most modern fifth and fourth-wave electronics are designed with some resistance to EMP attack. Military hardware of third-wave or higher has even greater resistance. Older equipment and that manufactured in the developing nations will probably be more vulnerable. Knock-off technology will vary in resistance, as it will in other qualities.
The smaller an item is, the less practical it becomes to effectively shield it.
Any equipment designed to receive radiowaves or similar transmissions will have some vulnerability, however. Radar or communications antennas are vulnerable. Power lines and some communication cables will act like antenna. EMP has no effect on optical devices and fibre-optic cables but may effect equipment they serve. Many military cybershells and vehicles only expose their antenna when using them. Firing an EMP weapon is often the initial move of a surprise attack. This has led to some military forces making more extensive use of laserphones and coded signal lights for communication.
Cyberswarms are very vulnerable to EMP weapons. Most use wireless recharging systems, so each microbot is a tiny receiver. Even when other power systems are used, microbots are too small to shield and rely on transmissions to co-ordinate. (THS 3e p.100: Counter-attacking cyberswams often involves defense swams or EMP munitions.)
Holographic storage media such as cubes, wafers and holodiscs are not vulnerable to EMP. An EMP permanently erases software and data stored on magnetic media. Perhaps an extortionist with an EMP weapon will hold the millionaire’s antique VHS collection to ransom! 

An EMP attack affects anything electrical (or anyone with the Electrical disadvantage). Robots become unconscious, while total cyborgs suffer the Seizure incapacitating condition (4e p. B429), ignoring FP loss if they have the Machine metatrait. The GM should modify these effects accordingly. A critical hit, critical failure or a success by a margin of 10 or more will affect the effect. For resistant items the effect may be temporary, and the device be able to be brought back on line, possibly at limited capacity. Other systems may need extensive repairs or may be permanently disabled. In THS implants are relatively common and these may be affected by EMP attack. Repairs or replacement may require surgery or an equivalent medical procedure.
If no HT is given, assume a device has a HT of 10. The GM may rule a device has a lower of higher value. Hardening against EMP adds +3 to HT when resisting EMP attacks.

EMP Projectors.
EMP projectors project ranged cone attacks (see Area and Spreading Attacks p. B413). Any target in the cone is struck by an affliction attack. This only afflicts electrical systems and those with the Electrical disadvantage. Make a HT roll or be shut down (or unconscious) for minutes equal to the margin of failure. Add +3 to resist beyond 1/2D range. The target’s SM adds to the HT roll to resist.
The statistics below are adapted from Ultra-Tech 4e p.121, where they are called “Microwave Disruptors”. Note that despite the names used in the table, EMP projectors do not have to look like guns. They may be built into innocuous items such as a briefcase or portable terminal. The scrambler is a pocket holdout device and will commonly be disguised as something else. For larger projectors, decide if a projector is small, medium or large and base it on the pistol, carbine or heavy EMP.
The heavy EMP projector can take the form of a tripod-mounted, crew-served weapon but is more usually used mounted on a vehicle or large cybershell. Weight given does not include the weight of the D cell (5lb) or the tripod (23lb). A mounted projector will use the vehicle or cybershell’s power supply. It may or may not have a D cell as auxiliary power.
Beam Weapons (Projector) (DX-4, or other Beam Weapons-4)
Name Damage Acc Range Weight RoF Shots ST Bulk Recoil Cost LC
ScramblerHT-2 aff (1 yd)340/1200.3/B111(3)3-11$1202
EMP PistolHT-3 aff (1 yd)690/2701.8/C133(3)4-21$6503
EMP CarbineHT-4 aff (1 yd)12160/4805/2C128(3)5†-31$2,0002

Gunner (Beams) (DX-4, or other Gunner-4)
Name Damage Acc Range Weight RoF Shots ST Bulk RecoilCostLC
Heavy EMP ProjectorHT-8 aff (3 yd)18600/1,20070/D150(5)18M-81$32,0001

EMP Warheads
EMP warheads use explosive power or an energy cell to energize a non-nuclear electromagnetic pulse. Anything electrical (or anyone with the Electrical disadvantage) in the radius of the special effect (below) must make a HT-8 (2) resistance roll or be knocked out of action for seconds equal to the margin of failure. As for other EMP weapons, the GM can modify the effect accordingly to suit the vulnerability and nature of the affected item.

In THS EMP warheads are not available in 15mm or smaller rounds, although perhaps someone to make a special custom item could be found. Use 20-30mm for 30mm mini-missiles and 20mm projectiles. 40mm for hand grenades and 40mm mini-missiles. The EMP hand grenade is bulkier and more complex than a TS-era explosive grenade, so weighs 1lb.
Grenades and satchel charges inflict the damage shown below. Missile and other projectiles replace their normal piercing damage with the damage shown below.
The explosive damage is for EMP warheads powered by an explosive power cartridge. Alternate models use an energy cell that is used to charge a capacitor. The capacitor is capable of being fully expended in a single use. These do no explosive damage, so are safer if the user needs an EMP against a nearby threat. Energy cell-powered EMP grenades are designed to be one use, but can sometimes be reused if the energy cell is replaced. For obvious reasons, capacitor grenades use non-rechargeable cells, so if rechargeable cells are used, twice as many, or a larger size will be needed. Some models use non-standard sizes of energy cell. Sometimes an expended capacitor grenade is beyond repair, however.

Warhead DamageExplosive Damage
20-30mmHT-8(2) spec(2 yard)+1d-2 cr ex
40mmHT-8(2) spec(4 yard)+1d cr ex
64mmHT-8(2) spec(8 yard)+2d cr ex
100mmHT-8(2) spec(16 yard)+4d cr ex

EMP Swatter.
The EMP swatter is technically a projector, but resembles a non-explosive EMP warhead in operation and construction. Effectively it is an EMP warhead connected to an exterior power supply. Some models are also connected to a nearby C or D cell to permit limited operation in the event of power failure.
In high-security installations swatters are as common a sight as fire extinguishers or alarms. They are also found in conference rooms and anywhere else that cyberswarms and surveillance dust might be a concern.
An EMP swatter station includes a control to manually activate it. It may also be triggered remotely, from a control room or security office, or linked to cyberswarm detection systems. There may be slight delay before firing while a warning sounds so those with implants or sensitive equipment may get clear.
After firing a swatter will take several seconds (1d+3) for its capacitors to recharge. If used frequently (several times in a minute) there is a chance it will temporarily shut down or even burn out. During rapid use roll 3d for each firing after the first. It Malfunctions on 16 or higher.

THS Cities of the Edge (4e) p.8 has a section on EMP weaponry:

E-Weapons: Microwave disruptors (GURPS Ultra-Tech, p. 121) are “non-lethal” weapons that disrupt electronics and communications. These Ultra-Tech weapons can be assumed to exist in the Transhuman Space setting, although they may not be widespread; military cybershells and equipment will generally be sealed and shielded, making these things less than useful on the battlefield, and their only “civilian” uses would be for crime and sabotage. Getting hold of such a device may be an adventure in itself unless one happens to have contacts in the right kind of organization, a skilled technician-armorer for a friend, or some possibly illegal minifac templates. Nonetheless, they are practical weapons for striking against enemy infrastructure and communications, and China and the TSA used “E-weapons” in the Pacific War, causing high economic costs but few fatalities. Unfortunately, terrorists can also acquire them, and they tend to damage advanced nations more than poor nations. Hardening is easy for important equipment, but the real damage is the effect on the myriad ubiquitous, small civilian systems: doors, cybershells, clothing, virtual interfaces, v-tags, implants, cameras, lamps . . . Problems can easily cascade out of control. In a city, the effect on nearby traffic, businesses, tourists, and infrastructure can easily climb into stratospheric costs. Even optical systems typically have enough vital electronic parts to cause problems.