Sunday, 27 December 2015

Grenade Mesh

           Grenade mesh has been a common feature of defensive military positions for several decades. It resembles mosquito net but is made of high-tech composites so is considerably more resistant to cutting. The mesh is in fact two layers bonded together. The outer-facing layer is printed in an appropriate camouflage colour or pattern. The inner layer is black to allow occupants of the interior to see out.

           Grenade mesh has a number of functions. As the name suggests, a grenade mesh can prevent the entry of hand grenades and other low velocity missiles. It also serves to keep out many flying insects including mosquitoes and tsetse fly. It also obstructs a view of the interior of the building and may hinder the use of eavesdropping lasers if it is placed over the glass. One of the most useful features of grenade mesh is it prevents the entry of tinkerbells, bumblebots and most swarmbots. The mesh cannot be cut by the rotors of most helibots and may entangle them or cause them to stall. Grenade mesh can be burnt through with a laser but this creates a strong odour that is likely to be noticed. Damaged mesh is an obvious sign that security has been compromised.

Tinkerbells

           His suspicion grew. None of the ground sensors had been tripped but something was out there in the long savannah grass. As  casually as he could he stood up, stretched and moved into the guard hut. As soon as he was out of sight he pressed the button and dropped down low. A cloud of tinkerbells took to the air and spread out over the surrounding hectare of grassland. It was only seconds before three began to strobe red and circle above a thick clump of grass. An ancient assault rifle opened fire but the bandit was trying to hit the fleeting tinkerbells that had discovered his position. A foolish mistake! Lars brought the grenade launcher up to his shoulder...

            “Tinkerbell” is a generic term for a variety of very small helibots. Most are quadcopters or use paired contra-rotating rotors. A tinkerbell will fit in your palm and is so light that dozens can be carried by a human virtually unnoticed (SM-10, 30 to a lb). Tinkerbells can be controlled by a program in an individual’s companion AI. Tinkerbells are launched by simply tossing them into the air or instructing them to take off from where they are placed.

           A tinkerbell has a small camera that is sensitive to visible and near-infra red (NIR) light. An infantry unit that encounters an apparently abandoned building will often first deploy a few tinkerbells to fly in and look around. In addition to its camera a tinkerbell is also provided with a number of LEDs that can provide visible or NIR illumination for it cameras.
 
           It is their light producing capability that gives the tinkerbells their name. A SWAT team advancing into the dark will send a number of tinkerbells ahead to illuminate an area. A glowing tinkerbell can be used to guide someone to safety or through a minefield. Instructed to fly high a tinkerbell can be used for signalling instead of a flare.

           As well as their military applications tinkerbells see numerous other uses. Fire departments and rescue workers use tinkerbells to locate casualties. Off-road vehicles use tinkerbells to scout what is ahead over the next ridge. Inspectors use them to look into places they cannot go. In large buildings tinkerbells may be used to guide visitors to their destination.

           Tinkerbells are too light to carry items such as grenades or limpet mines. They can carry a very light object such as a written message or data-card/ flash-drive. Tinkerbells lack speakers so use their LEDs to draw attention to themselves or convey simple messages in Morse code (The basic language package of most AI companions includes Morse). Tinkerbells are too light do any real damage if used as weapons but may be used as distractions. Being relatively basic, very lightweight systems they are vulnerable to EMP weapons and jamming or signal interception. Grenade mesh is an effective obstacle to them and they are also vulnerable to strong winds.

           The video below will give some idea on how the smaller tinkerbells might behave.
 

Vehicles: Wolfhound AFV

             Invariably large tracked cybershells get referred to as “cybertanks” irrespective of their actual battlefield role. The modular nature of some designs means that distinguishing between a true tank, a personnel carrier or some other variant can be problematic. A good example of this is the Vickers-Sackett Wolfhound.

             The Wolfhound appears somewhat smaller than earlier designs of fighting vehicle. Basic width is kept to within 2.55m (2 ¾ yards) for easy movement in urban areas and on civilian roadways. (Applique armour or extra-width tracks may increase width.) The small turret, sloped frontal glacis plate and sides increase the impression that the vehicle is smaller than it is.

             Being unmanned the turret can be relatively small. Main armament of the Type One (light) turret module is a 10mm Emag with a point defence laser (PDL) mounted at the apex of the turret. The Type Two (heavy) turret module has a turret with 55mm and 10mm Emags and a PDL. Alternately a 50x330mm autocannon may replace the larger Emag. Both turret types have provision for mounting a variety of launch pods and tubes on their sides. These are usually for 30mm, 40mm, 60mm and 64mm missile systems but other weapons can be accommodated. Additional point defence lasers are mounted on the bow-plate and towards the rear of each side.

             Additional defences are provided by various 40mm DGL mountings loaded with screening or fragmentation grenades. Smoke limpet charges will also be attached to the vehicle exterior. Wolfhounds often have several “desant” hexapod RATS which cling to the outside of the vehicle and effectively serve as additional turreted weapons. A variety of cyberswarms are carried to handle repairs, defence and reconnaissance. A number of larger reconnaissance robots are also carried and can often be seen orbiting a Wolfhound.

             Wolfhounds have self-repairing bandtracks and a hybrid electric drive system. When operating only using stored power they can move very quietly. The hybrid system also provides better acceleration than conventional power systems.

             The baseline vehicle is fully amphibious. If the weight of additional armour or equipment exceeds its buoyancy it can travel along the riverbed or seabed using battery power. (An air supply will be needed for any passengers). The Wolfhound is designed to be easily transportable for expeditionary operations by special forces, marines and airborne. For homeland defence or prolonged deployments additional armour can be fitted.

             The Wolfhound personnel carrier has an armoured module at the rear that can accommodate ten baseline human soldiers. Six to eight occupants is more common, however and allows the carriage of additional equipment, weapons and ammunition. Boarding is usually by armoured double doors at the rear. The roof of the module has a number of hatches, including a cupola for the section leader at the forward right corner. The roof hatches allow the occupants to fire various weapons while still mounted. The Wolfhound usually mounts a dozer-blade which provides additional frontal protection. Seats are provided with four-point harnesses and can be folded up to create additional capacity. The Wolfhound can also be used as a RATS transport, capacity depending on the size of the cybershells carried.

             The Wolfhound missile carrier replaces the personnel module with one having 40 vertical-launch missile tubes. Both surface to surface and surface to air systems can be carried. The ammunition load often includes 200mm Jaguar Anti-Ground Target Missiles. Missile carriers are often fitted with the Type Two (heavy) turret. The few targets a 55mm and 10mm Emag cannot deal with will be attacked with missiles.

             The Wolfhound mortar carrier has a rear module with a turret mounting two 98mm self-loading mortars. A 10mm Emag is also fitted. As well as providing indirect fire the mortar carrier is a useful direct fire system and has sufficient armour and defences to facilitate this role.

             The Wolfhound scout carrier uses a smaller chassis than other variants, having one less roadwheel. It is usually not fitted with a dozer-blade and the turret is kept relatively uncluttered. Its lesser bulk (SM +3) makes it easier to conceal or camouflage. Its lower weight makes it somewhat faster too. The scout carrier can carry six baseline human soldiers but it is more common for a six man scout team to be split between two vehicles, the extra capacity being used for mission specialists and extra equipment. Scout carriers also carry a wide variety of reconnaissance robots. A further distinguishing feature of the scout carrier is that they often have racks for scout e-bicycles on their sides.

 

Vehicles: Bruja mobile gun

              The 21st century witnessed a number of small scale but bloody conflicts. Expensive modern military hardware was in short supply. As a consequence many of the combatants utilized trucks and SUVs for transportation. These conflicts were to see the resurrection of an older idea. The Russian 76.2mm ZIS-3 light gun was continuing to provide good service in these conflicts even though the design dated back to the Second World War. The gun was to prove even more useful once it was mounted on a light tracked chassis such as an APC. In essence this recreated the Soviet SU-76. Like the original, such vehicles were lightly armoured and had a limited traverse for the main weapon. Also like the original they were simple and cheap to produce and their low weight and low ground pressure made them very useful. The gun was mounted to project over the engine deck, keeping overall length short. This was a useful feature in crowded and ruined urban areas. Such vehicles served as light assault guns, vehicle destroyers and indirect fire platforms. The main gun still had some use against the older, thinner armoured tanks commonly encountered in these conflict. It was more than adequate against the many unarmoured vehicles in common use.
              Such light assault guns acquired the collective name of “bruja” and it was not long before the vehicles began to evolve. Vulnerability of the crew had always been an issue, particularly in the open-topped variants. Cybershell variants of the bruja were created as soon as the technology became available. Improvements in ammunition and fire control increased capabilities, allowing helicopters and other slow or low altitude aircraft to be engaged. A pirated copy of the more modern and higher velocity South African GT4 76mm gun eventually became available. Many bruja used this in preference to the ZIS-3. EM railguns, ETC and directed energy weapons were also utilized in brujas.
             Brujas are still used in many Third Wave and even some Fourth Wave nations. Versions have even been built on Mars and the Moon. While a bruja is no match for a Fifth Wave cybertank in a one to one confrontation they remain a useful system in a combined arms formation where infantry and other vehicles can defend them adequately for them to perform their intended role.

Friday, 25 December 2015

Bioroids: Taleon Series

Taleon Bioroid.
The Taleon model bioroid line was developed by Waterloo Vitals, a Canadian company previously known for the production of high quality biomod organs. Part of the programming of Taleons is based on the British regimental system. Taleons are very loyal to their comrades and regiment. Canada, Britain and Australia were enthusiastic early customers for Taleons. The USA, New Zealand, South Africa and several European Union states have also brought Taleons. (EU, SA and NZ Taleons are citizens and technically were recruited rather than purchased. The Taleon acquisition remains controversial with some pro-sapient or anti-military citizens) So far there have been no major conflicts were both sides fielded Taleons. Many are curious about such a competition, including most Taleons.

The Taleon line comprises of three related strains of bioroid. All Taleons have the following features:-
·         Eyes are somewhat larger than of baseline humans. Day and night vision is very good. External ears are somewhat smaller. Canine teeth are somewhat more pointed but this has not enough to have an effect on combat ability.
·         Nose is broader with enlarged nostrils. Nostrils can be closed against water or dust. Sense of smell is very well developed. Taleons in crowded conditions such as cities may suppress their sense of smell using autohypnosis.
·         Fingers end in short claws which are mainly used for climbing and digging. On the inner side of the forearm is a polgara spine, a product of Waterloo Vitals. This is a polykeratin spike that can be extended a quarter to a third of a metre past the heel of the hand. A Taleon can grip and stab simultaneously with the same arm. The spine does thrust-impaling damage. The claws and polgaras are why Taleon hand to hand techniques use a lot of palm heel and spear-hand strikes.
·         The Taleon’s lungs, liver and kidneys are all based on Waterloo’s biomod lines and give a variety of advantages. The Taleon can survive on raw vegetable matter a normal human could not. Their liver and immune system allows them  to safely drink water that would be dangerous to a baseline human. There is also little point in kicking a Taleon in the groin. Waterloo Vitals did not bother installing unnecessary vulnerabilities. Taleon have the equivalent of the “Testicle Tuck” biomod.
·         Taleon programming and education includes autohypnosis techniques. This may be used to override feelings of pain or discomfort. A Taleon hiding underwater can divert most of his blood flow to just his brain, so can stay submerged for a long time. One of the most mundane but useful applications of this training is that a Taleon can instantly fall asleep when desired, regardless of external stimuli. A useful skill for a soldier!
·         Waterloo's standard programming renders Taleons psychologically incapable of torture or rape.
·         All Taleon soldiers are AB+ blood group, making them universal recipients, and 38% are left handed. This means that 38% of a unit will tend to carry their weapons pointed to the right, or be more adept at firing from their left shoulders. This proves useful in street fighting and when ambushed.

The three strains of Taleon are:
            Kueru: Kuerus resemble baseline humans until you get close. Kuerus are the most useful Taleon for covert missions, liaison work, peacekeeping etc.  The default skin colour is a medium brown which is a reasonable camouflage shade under many conditions. At a distance Kuerus can pass for Latin Americans or Asians. Kuerus can control their melanin by autosuggestion and in a few ours can turn their skins deep brown if the climate or location requires it. They can also lighten their skin enough to pass for Caucasians or Orientals at a distance. The skin itself is somewhat leathery, giving them added protection. Most Kuerus shave their heads although some leave a “pad” of hair at the top and mohawks are not unknown. A popular fashion, particularly among NCOs are tightly trimmed mutton-chop whiskers –i.e. beards with the chin shaved.

            Kiru: Kirus are probably the most common Taleon. They resemble Kuerus but have a coat of tan and grey fur that sheds water like a Labrador’s coat. The fur has a mottled pattern that is a useful camouflage. The main advantage of the fur is it greatly reduces the weight of clothing a furred Taleon needs to carry.  The fashion for mutton chops is also seen in furred Taleon.

            Kret: Krets resemble Kirus in everything except height. Kuerus and Kirus are 1.75 metres (5ft 9") tall. Kret are 1.35 metres (4ft 5"). Kret can go many places larger soldiers cannot. They are also adroit climbers and jumpers. Kret make highly capable snipers, scouts and tunnel fighters. Although strong for their size, Kret are weaker than other Taleon so do not have the ST+1 modifier. Instead a Kret automatically has Jumping (DX+3) skill.

Kueru           95 points
Kiru              96 points.
Kret              94 points

Attribute Modifiers:

Kueru: ST +1 [10]; HT +1 [10] FP +2 [6];
Thick Hide DR 1 [5]
Kiru: ST +1 [10]; HT +1 [10] FP +2 [6];
Fur: (DR 1 [5], Fur [1], Temperature Tolerance 1 [1]) Total [7] points.
Unnatural Features 1 [-1]
Kret: HT +1 [10] FP +2 [6];
Fur: (DR 1 [5], Fur [1], Temperature Tolerance 1 [1]) Total [7] points.
Jumping +3 [8]
Unnatural Features 1 [-1]


Date: 2091   Cost: $160,000

Combat reflexes [15]
Sense of duty -2 [-10]
Night Vision +2 [2]
Code of Honour (Soldier’s) [-10]
Discriminatory Smell [15]
Unusual Biochemistry [-5]*
Acute Vision [2]
Sterile [0]*
Acute Taste/Smell [2]
Early Maturation 4 [0]*
Polgara (Striker/Talons, thr-imp, switchable +10%) [9]
Blunt claws [3]
Arm Strength (Both Arms, ST+1) [5]
High Pain Threshold [10]
Injury Tolerance (No Vitals; Partial, Vitals, Groin only, -60%) [2].

Filter Lungs [5]
Breath-Holding 2 [4]
Cast Iron stomach 1 [4]
Resistant to Poison (+3) [3]
Resistant to Disease (+3) [3]
Resistant to Ingested Poison (+8) [5].
Reduced Water Consumption 2 (water only -50%) [2]
No Degeneration in Zero-G [1]*
Features marked * are traits common to all bioroids. All bioroids have a Virtual Interface Implant (VII) and downslink fitted as standard as part of their education and training process. Taboo Trait (Genetic Defects); Intron Messages (Trademark);

Furry Bandits!

Version 2.
GURPS Bio-tech (4e) p.90 has this interesting little vignette:
Missing: Two raccoons, aged 3 and 4 E-years. Gray fur, distinctive black mask marking over eyes, rings on tail. $10,000 reward for information leading to recapture. Please contact Macrotech@Fed.Net.Com.
“Let’s see if I understand this. Two of our Doolittle Virus enhanced Neo-Coons faked a stomach ache, lured you into the cage, took your tangler and glommed you to the wall. Now they’re loose. Where would they go?”
“I don’t know, sir. These ones were being trained by the Bureau for covert ops, but we hadn’t completed indoctrination – there were some problems in training. Anyway, after they jumped me, they used the computer to send out e-mail, then wiped the system.”
“Used the computer? How? We didn’t modify their hands! They’re supposed to look like ordinary raccoons!”
“Even normal ’coons have good grasping paws, sir. That was the whole point of using them. Our Neo-Coons can’t talk, but they can type and use tools if they’re sitting on their haunches. I just wish I knew who they were trying to get in touch with . . .”


In THS Toxic Memes p.66 there are descriptions of urban legends about secret communities or even an “animal militia” of uplifted animals.
In THS Cities of the Edge (4e) is the passage: “Although it’s not a serious problem at the moment, a number of raccoons with the Doolittle virus enhancement (Broken Dreams, p. 140) have begun using tools in an almost human manner, and have been raiding east coast suburbs and metavillages, robbing delivery cybershells, and hiding in abandoned and mothballed buildings.”
THS Broken Dreams tells us: “In 2089, hunters in the Colorado Rockies reported deer cooperating – “ganging up,” in one man’s words – to attack the men hunting them. Another hiker in the same area told police that he saw a bear using an old backpack as a portable storage for fish. These stories were dismissed until a group of raccoons defeated relatively sophisticated security systems to break into houses. When the local police managed to kill one of the raccoons, scientists discovered that it had a substantially more complex brain than was normal for its species. Eight years of investigation led to the discovery of anti-government crusader Richard Law Taylor’s “Doolittle” virus, a germline alteration that increased brain complexity and resulted in surprisingly adaptable, and often dangerous, behavior in the modified lines. Doolittle (which is actually an assortment of variants, each designed for a particular species) provides a +1 to IQ. Since 2090, more than 1500 Doolittle-infected animals have been found across North America.”

Any GM thinking of incorporating these ideas into a game is advised to have a read of Bruce Sterling’s “Our Neural Chernobyl”. Our Neural Chernobyl is a short story written in the form of a review of a fictional book. The fictional book describes the origin and consequences of an accidental enhancement in the intelligence of several animal species. The section on the racoons is particularly interesting:
But the synergetic effects of dendritic branching and manual dexterity are clear in a certain nonprimate species. I refer, of course, to the well-known “chernobyl jump” of  Procyon lotor, the American raccoon. The astonishing advances of the raccoon, and its Chinese cousin the panda, occupy the entirety of Chapter 8. Here Dr. Hotton takes the so-called “modern view,” from which I must dissociate myself. I, for one, find it intolerable that large sections of the American wilderness should be made into “no-go areas” by the vandalistic activities of our so-called “stripe-tailed cousins.”
Admittedly, excesses may have been committed in early attempts to exterminate the verminous, booming population of these masked bandits. But the damage to agriculture has been severe, and the history of kamikaze attacks by self-infected rabid raccoons is a terrifying one. Dr. Hotton holds that we must now “share the planet with a fellow civilized species.” He bolsters his argument with hearsay evidence of “raccoon culture” that to me seems rather flimsy. The woven strips of bark known as “raccoon wampum” are impressive examples of animal dexterity, but to my mind it remains to be proven that they are actually “money.” And their so-called “pictographs” seem little more than random daubings. The fact remains that the raccoon population continues to rise exponentially, with raccoon bitches whelping massive litters every spring.

Racoons are worth considering even if you do not opt for other wild uplifts. Below is the profile for uplifted racoons for anyone that does not have Bio-tech 4e.

Neo-Coon
-92 points

Attribute Modifiers: ST-5 [-50]; DX+2 [40]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM -3; Per+4 [20]; Will+3 [15].
Advantages: Claws (Sharp Claws) [5]; DR 1 [5]; Night Vision 1 [1]; Super Climbing 1 [3]; Teeth (Sharp Teeth) [1].
Perks: Fur [1].
Disadvantages: Bad Grip -3 [-15]; Cannot Speak [-15]; Curious (12) [-5]; Horizontal [-10]; Short Lifespan 2 [-20]; Sleepy (1/2 of the time) [-8]; Social Stigma (Valuable Property) [-10].

Availability: $50,000. LC4.

           These were modified for increased IQ +2 and to remove Wild Animal meta-trait (except Cannot Speak). All other advantages and disadvantages are native to raccoons.

Thursday, 24 December 2015

Weapons: Moon-Darts

Moon-darts.
Moon-darts are a family of weapons developed on the moon and provide a cheaper alternative to more sophisticated weapons such as lasers and micro-missiles. The moon dart gun resembles a six to eight inch cylinder of between one and one and a half inches in diameter with either 19 or 37 openings in one end. Moon dart guns are commonly referred to as “pepperpots”. Such a cylinder is both magazine and firing unit and is used by attaching it to and assembly with a grip, stock and sighting system. Rounds are fired electrically and the firing units may be used on their own or in booby traps if a power source is available to fire them.
 
Guns (Pistol) (DX-4, or most other Guns at -2)

Name
Damage
Acc
Range
Weight
RoF
Shots
ST
Bulk
Recoil
Notes
Moon-dart Pistol
3d (2) pi-
2
250/2,800
1.5/1
3
19(4)
6
-2
2
(1)
 
3d (2) pi-
2
250/2,800
2/1.5
3
37(4)
6
-2
2
(1)
 
Guns (Rifle) (DX-4, or most other Guns at -2)

Weapon
Damage
Acc
Range
Weight
RoF
Shots
ST
Bulk
Rcl
LC
Notes
Moon-dart Rifle
3d (2) pi-
5
2,700/3,300
5.5/1
3
19(4)
6
-4
2
 
(1)
 
 
5
2,700/3,300
6/1.5
3
37(4)
6†
-4
1
 
(1)
 
(1)   Ranges given are for the weapon used in lunar surface conditions: a vacuum atmosphere and 0.17g.
 
The moon-darts themselves resemble steel nails of about 3.5mm diameter. A polymer ring of about 5mm diameter provides obturation and engages the rifling to spin-stabilize the projectile. At the rear of the projectile is what appears to be an aluminium cartridge case. This contains a propellant derived from rocket fuel, protecting it from extremes of temperature and related effects. The propellant charge has aspects of both a rocket and a conventional gun. Most of the gases are vented against the breech face but some also fill the barrel space behind the obturation ring.
Pepperpots are not true recoilless weapons but their light projectiles keep recoil well within human tolerances, even at one-sixth lunar gravity. The projectile is launched at a velocity of 1,000 yards/second and in the vacuum and gravity of the lunar surface it has lost little of this velocity on impact. The dart has very little stopping power but its high penetration makes it a deadly weapon against pressurized targets such as moon-suits. Under the weak lunar gravity the  moon-dart follows a relatively flat trajectory to more than 2,700 yards. The curvature of the moon gives a surface line of sight of between 2,460 and 2,820 yards so moon-darts are very effective weapons. Designed with simplicity in mind moon-darts do not have warheads and guidance systems would be extremely rare and likely to be custom made.
Moon-darts are not designed to be fired in an atmosphere and consequently have a very poor aerodynamic shape. Treat range and ½ range in a normal Earth atmosphere as a thousand times actual distance. Under such conditions Acc=0 and shooting skill is at a penalty of at least -1.