Tuesday, 18 December 2018

Weapons: E-mag Commando Mortar

“The machine guns pin down targets for the mortars. The mortars drive out targets for the machine guns”

The 60mm e-mag commando mortar is a common platoon-level weapon. It resembles a short tube (Holdout -4) with a carrying handle and a shoulder strap. The most obvious difference from older commando mortars is the large loading port just above the breech.
 


By using a non-pyrotechnic system to project rounds the mortar produces no flash and very little noise. Projectiles of all commando mortars are subsonic. The e-mag commando mortar is treated as having silent ammunition and uses the 16-yard line of the Hearing Distances Table [4eHT, p.158]. The e-mag system also allows greater control of the projectile's initial velocity, allowing range to be controlled without varying the barrel angle. For simplicity treat bomb velocity as 300 yd/s.

The 60mm emag commando mortar is powered by a standard C cell (0.5 lb, 1" diameter x 2" tall). Some projectiles contain small power cells that partially recharge the mortar while they are loaded, so typically a user runs out of bombs long before the mortar runs out of power. A C cell provides at least 80 shots.

The mortar's loading port permits faster reloading, particularly when the operator is prone. The port also allows the status of a weapon to be easily ascertained, the presence of a loaded bomb being able to be determined by sight or touch. Since the nose of a bomb is above the bottom edge of the port accidental double-loading of the mortar is avoided. The loading port also mates with automated ammunition feed systems build into some military cybershells.

A display panel above the carrying handle shows the bearing the mortar is aimed towards, the estimated range of the bomb loaded and the barrel angle. The bearing is displayed in mils or degrees and can be set to local magnetic or true north. Range is given in metres and barrel angle in degrees. Typically each reading is displayed in a different colour. This data display can also be transmitted to the user's HUD.

To use the mortar the baseplate is placed on a firm surface. A bomb is loaded if the weapon was not already loaded. Guided by the display reading, the mortar is aimed in the desired direction. Range is set by varying the barrel angle or adjusting a power control on the carrying handle, or a combination of both. When the display shows the desired range the mortar is fired by a trigger set in the carrying handle.

In the event of an aiming system malfunction the carrying handle has a bubble clinometer showing approximate range and barrel angle. A luminous line below the muzzle may be used to aim the weapon.
An additional aiming system is provided by marks on the carrying sling. The kneeling operator places his foot on a mark on the sling and raises the muzzle until the sling is pulled taunt. This places the barrel at the desired angle.

The mortar can be carried with a bomb already loaded, allowing the weapon to be rapidly brought into action.

Three types of ammunition are common. These rounds are also compatible with vehicle-mounted 60mm e-mag gun-mortars:

The illumination round produces a 350 yard radius area for 45 seconds. Both visible and infra-red light variants are available [4e HT p.171].

Smoke rounds typically use white or black PFOG which is either Prismatic or Hot Prism/ Hot Smoke [4e HT p.171 and UT p.160] giving a -10 penalty at the affected wavelengths. Smoke rounds affect a 15 yards radius for 90 seconds and build up at five yards of radius per second.

By 2100 the standard 60mm mortar HE round is a HEMP with the effect 6d x 8 (10) cr + linked 8d cr ex [3d cutting fragmentation]. Main damage is incendiary. These are smart homing rounds that can be programmed to preferentially target vehicles, man-made objects or entrenchments. Such technology has made the platoon-level mortar even more deadly and versatile, now being a weapon that can more effectively engage moving targets.
Short-range riot control rounds are also produced for 60mm e-mag mortars. These only contain enough metal for the e-mag to project them.
 
An e-mag commando mortar can throw a grappling hook and line 30 yards upwards and forward at -2, providing the grapple is magnetic and the shank can be fitted inside the muzzle.

ARTILLERY (CANNON) (IQ-5)


Damage
Acc.
Range
Ewt.
RoF
Shots
ST
60mm E-mag
Commando Mortar
6d x 8 (10) cr
+ linked 8d cr ex [3d]
3
40-1,200
9/ 3.2
1
1 (2)
8


Button Men in 2100

Human hunting and duelling are common themes in fiction. Recommended is Robert Sheckley's “Victim” series. “Victim Prime” even includes a Car Wars-style sequence.

A version that may be well suited to Transhuman space is that of “Button Man”. Button Man (1992) was originally published in 2000AD, notable for being one of the few stories in that publication that did not have obvious sci-fi content. 

A hunt involved two button men hunting each other. The hunt was to the death but the winner could instead opt to take the loser's “marker” instead. A marker was one of the loser's fingers. A button man who had lost three markers was to be eliminated.

Each button man had a wealthy patron or sponsor known as a “voice”. If I recall correctly this was because the button man was not supposed to know the identity of their voice and their only contact was by the audio only medium of phone or radio.

The technology of the world of Transhuman Space will have some effects on the above scenario. Losing a finger is not a much a penalty when such things can easily be regrown with modern biotech. It is possible that the finger will still be taken from the loser in the interests of tradition and symbolism. The actual number of markers a button man has lost will be displayed in an encrypted v-tag, only visible to the other button man within a certain distance.

Drone cameras and body-cameras will give the voices a much better view of the actual action. It is very likely that button men will be required to have upslinks so voices and others can more fully experience the hunt.

In the original story the protagonist, “Exton” was a down on his luck ex-serviceman. In military systems where most of the fighting is conducted by cybershells or bioroids the human element is chiefly responsible for administration, supply and maintenance. Some current servicemen may be tempted by the prospect of real action. Mercenaries, hit-men or the very poor are also likely recruits for button men. The GM will have to decide if patrons are permitted to use bioroids and parahumans as button men. Similarly, button men with particular biomods, bionics or other enhancements may affect the odds.

Gambling is an important element of button man duels. Patrons are very rich individuals who run one or more button men as a hobby. Substantial bets ride on the final outcome or details of a contest. In the original story Exton's voice loses a considerable amount when Exton kills an opponent rather than taking a marker, as that voice had wagered. In 2100 some button man contests may be accessible not just to the patrons but also worldwide via dark web sites. Upslink recordings of duels may be available through the black market throughout the Solar system.

Button man contests provide many possibilities for adventures. Do the contests actually exist or are they an urban myth or elaborate hoax? Once an idea exists it is likely that someone with enough money will attempt it. Given that contests are illegal, not every button man may have adopted the role voluntarily. An adventure may involve very poor individual(s) being coerced into becoming button men. An adventure investigating the movement of illegal upslinks may lead to characters discovering button man contests. Groups of voices and their button men might also be used in Car Wars campaigns.

The package was surprisingly small, but everything was there.
On top, a black market 9mm MAX pistol without serial numbers. Three spare magazines, loaded.
A one-use data card with the frequencies and other settings he would need.
A couple of neo-amphetamines.
A pair of field dressings and an assortment of lesser bandages and plasters.
At the bottom, the inevitable plastic bag and shears.

Friday, 14 December 2018

Weapons: Bushcrow and Nutcracker

“That depends upon what class of weapons our future clients will want: Sparrows, Crows or Hawks?” was Oyama's cryptic reply.
Oyama went on to explain that the supra-technology (ST) weapon systems being developed under Copp's direction were far in advance of the ET systems in service with the superpowers. They fell into three groups, named after birds. The Sparrow class comprised a number of light 'fire and forget' anti-tank, anti-air and anti-personnel missiles, named after small birds, which would 'lock' onto whatever target was being engaged when the firer pulled the trigger. Having a much higher velocity than the comparable ET weapons of the superpowers, they were much more difficult to decoy. They also had a markedly higher lethality and hit probability. The Crows were a family of larger medium range 'maids of all work', which were replacing almost all the conventional mortars and artillery in the field armies. And Hawks were long range killers that Oyama described as the creators of nuclear scale destruction by non-nuclear means, hence with no radiation side effects. Naval and air weapons were modification of the same three basic families.

The Alternate Third World War 1985-2035 (p.129)
William Jackson.
 
Pan-Asian Armaments classifies its missile products as belonging to one of three classes: Sparrows (Suzume), Crows (Karasu) and Hawks (Taka). This system has been adopted by some other manufactures and the terms are used generically in certain circles.

Sparrow-class weapons are man-portable and range from 15mm micro-missiles to large calibre anti-armour and demolition munitions. Typically Sparrow-class munitions need to be aimed in the general direction of the intended target.

Crow-class munitions typically are vehicle-mounted systems, usually using vertical launch mechanisms and manoeuvring towards their target after launch. A good example of a Crow-class weapon is the 200 mm Raven, essentially a version of the Jaguar missile described elsewhere. Like most Crows the Raven is modular, allowing motor, guidance and warhead to be varied to suit the customer's needs.

Hawks are large, long range weapons.

Two models of Crow-class weapons are of particular interest.

Bushcrow.
The 107 mm Bushcrow is a weapon that can trace its origins to Chinese-made rocket systems popular with guerrillas in the latter half of the 20th century. The Bushcrow is designed as a Crow-class weapon that has a level of man-portability. The missile is shipped in a cage-like framework that also serves as a launcher. Thin sheets of plastic may be attached over the spaces of the frame for additional weather protection. These are usually removed when the missile must be man-carried. Carrying straps are easily attached to the launch frame. While typically used by dismounted fighters, vehicles may be fitted with racks from which one or more missiles can be fired. Used frames can be reused or put to various other purposes.

While classed as man-portable, the Bushcrow and its launch frame weigh 42 lb and is just under a yard long and has a volume of 0.018 yd3 (5 x 5 x 33"). Range varies with particular variant, but is typically around 14,000 yds.

To use the Bushcrow the carrying frame is simply propped at an upward angle. The guidance system of the missile means that the positioning does not need to be that precise. The missile can be programmed to launch at a selected time after activation, allowing the unit that carried it to be far away when it fires.

The guidance system of the Bushcrow makes it a vastly more effective weapon than its simple rocket ancestors. The most basic version uses INS/GPS to attack a programmed location. More advanced versions can be programmed to select specific targets within the target area. Fuse options include impact, delay and airburst. The most commonly used warheads are HEMP or a 3 lb octonitrocubane high-explosive warhead that also scatters high-velocity incendiary pellets.



Nutcracker.
The Nutcracker can be seen as intermediate between the Sparrow and Crow-classes. It is a 150 mm calibre missile with large cruciform wings. It weighs 25 lbs and has a carrying handle on its “upper” side. In the infantry role the Nutcracker does not need a tube, rail or any other form of launcher. Nutcracker missiles may be placed in various locations and activated remotely as needed. The Nutcracker has two launch options.

Like most members of the Crow-class the Nutcracker can be launched vertically. To facilitate this the trailing edges of the wings are concave and the tips shaped into supports upon which the missile can be stood. This raises the exhaust an adequate distance above the ground.

The Nutcracker can also be launched horizontally. The missile is positioned with the carrying handle uppermost so it rests on its two lower wings. The missile automatically detects its orientation so when launched it fires a small cartridge located between the lower wings. This jumps the missile upwards and forwards at an angle of about 20 degrees. The main motor then ignites to propel the missile towards its target. Horizontal mode allows the Nutcracker to be used from positions with overhead cover, such as forests or inside buildings.

The Nutcracker usually has a SEFOP or HEMP warhead but can use any warhead intended for 150mm Sparrow and Crow-class munitions. Range is 4,500 yds and velocity 500 yd/s.

Friday, 30 November 2018

Two Stories of Underwater Robots.

For today’s blog I have decided to post links to two stories that may provide inspiration.

The first is “The Wabbler”, written by Murray Leinster and published in 1944. The story is about an antropomorphized robot weapon. When you read of the Wabbler’s brain ticking, it is worth keeping in mind that at the time of writing, there were perhaps less than a dozen electronic computers in the world, and each weighed several tons. Incidentally, Murray Leinster aka Will F. Jenkins also wrote the story “A Logic Named Joe” (1946), a prediction of massively networked personal computers and their drawbacks.


The second story is “Slow Life” by Michael Swanwick from 2003. This story has some nice descriptions of the landscape of Titan.

  A related idea: Eel Robots.

Thursday, 29 November 2018

Maynard Menschenjäger

“They look mighty odd, I’ll grant you, but they have the eyes of a hawk and the nose of a bloodhound. The poachers and smugglers hate them!”

The Maynard Menschenjäger is a distinctive model of robot armoured tactical system (RATS) cybershell.

Its body is a bi-convex disc that is triangular rather than circular in plan view. The shape is sometimes likened to a tricorne hat. On the upper pole of the disc is a turret mounting the main armaments. A smaller, retractable turret is on the underside.

At each corner of the triangle is a cluster of sensors, creating the impression that the Menschenjäger has three heads. Obviously, an intact Menschenjäger has a 360 degree field of view.

The sides of the triangular body are slightly concave and each mounts two long, jointed legs. The Menschenjäger moves like an ant, at least three of its feet being in contact with the ground at any time. Unlike an ant, the Menschenjäger does not have a head and tail. Its front legs are whichever pair are closest to the direction it wishes to move. A Menschenjäger can change direction without turning.

Maynard Menschenjägers are mainly used for patrolling rural areas. Their long legs give them a good cross-country speed and they are considerably quieter than conventional vehicles. Intruders that would usually hide at the sound of an approaching vehicle are frequently caught by Menschenjäger patrols. Menschenjägers are efficient trackers and their sensors include scent and other forms of chemical detectors.

Monday, 5 November 2018

Weapons: Saucer Grenades

Disc-shaped grenades date back to at least the First World War. They did not mature as a weapon system until several advances in technology had occurred.

The first of these was improvements in explosives. More powerful explosives such as octonitrocubane allow for better use to be made of the saucer grenade’s limited capacity.

The second technology was the use of micro-communicators to arm and program a grenade by a wearable device.

Saucer grenades may be found on page 147 of 4e Ultra-tech.

Saucer grenades are relatively rare. Conventional troops tend to use mini-missiles or more compact hand grenade types. They are more likely to be found in the hands of special agents or irregular forces.

A typical saucer grenade resembles a mini-frisbee of about 5" diameter. In the centre of the upper face there is a switch, button or pull ring. The edge has a flexible rubberized polymer sheath. The rim of the disc is less rounded than that of most frisbees. The profile is designed for good aerodynamics rather than comfortable catching. They can be thrown further than a conventional hand grenade and with considerable accuracy.

The micro-communicator system of the grenade is inactive until the safety ring is removed or the equivalent switch or button operated. The grenade can be made safe again by reversing this procedure. A second safety feature inhibits the grenade from detonating if within two yards of the controlling wearable. Throwing a saucer grenade back at is thrower just lets them have another throw! Usual fuse options are impact, time delay (0-99 secs), impact with time delay and command detonation by user or wearable. A variant modified with a proximity system can be used as a throwable mine.

The shape of the saucer grenade prevents the effective use of certain warhead types. Designing the upper and lower surfaces for fragmentation is not weight efficient. Pre-notched wire may be placed around the rim and its mass improves aerodynamics. However, this gives a very thin annular fragmentation pattern that will often miss targets. Shaped-charge, HEMP and SEFOP warheads are also incompatible with saucer grenades. Explosive saucer grenades are treated like a 40mm HE Concussion warhead so do 8d cr ex damage [Ultra-Tech 4e p.156] . Saucer grenades have too low a capacity to carry Transhuman Space-era cyberswarms [TSH 3e p.158].

Other warhead types are available. A Biochemical Aerosol warhead fills 4 yards and holds 40 doses of chemical. A Biochemical Liquid warhead covers the same area and holds 16 doses. Either warhead can be set to release all its contents at once or deploy it in a stream of 1 to 8 yards along the path of the thrown saucer. A Thermobaric saucer grenade does 8d x 2 cr ex inc. Most saucer grenades are minifactured so custom types for special missions can be created. Incendiary, strobe, jammer, EMP and other types are possible. Use the stats for 40mm warheads in Ultra-Tech 4e.

Damage Acc Range Weight RoF Shots Cost ST Bulk
Saucer Grenade 40mm Warhead (see above) 2 x3/ x5 0.5 1 T (1) $40 5 -1

Saucer grenades are thrown with Throwing Skill and treated as a thrown weapon rather than as a thrown object. The GM may give a bonus for accuracy and/or distance if the character using them has some skill in disc golf. Lesser bonuses may be allowed for proficiency in other frisbee-based sports. Consider the velocity of a saucer grenade to be 15 yd/s.

The rubberized rim and fusing options lets the saucer grenade be bounced around corners at -3. If a saucer grenade misses and scatters [p. B414], and an obstacle blocks it before it travels the full scatter distance, the grenade will bounce back the remaining yards in the opposite direction. [Ultra-Tech p.147] Another “trick shot” with the saucer grenade is “the roller”. The grenade is thrown so it lands on its rim and rolls some distance like a roll. How far a grenade rolls depends on the thrower’s skill, the ground type and the gradient. A roller down a concrete hill will travel much further than one uphill on long grass.

The thin shape of the saucer grenade allows it to be posted through narrow openings such as cooling grilles.

Monday, 23 July 2018

Bonzai Babies™

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