Saturday, September 30, 2017

Bleeder Rounds

As discussed earlier what amounts to a "War Crime" is a bit more of a dubious era in AF10. This has led to the popularizing of a lot of technology of a military (and often, specifically anti-personnel) nature which would at the very least have raised eyebrows before The Fall if not been outright illegal. And in many habs with laws and formal governments, they remain illegal for private citizens to use. They may even be restricted from being used by the police. But, when things get bad these governments may often find they have a few of these tools in their back pocket. And, for members of technically illegal conspiracies who will stop at nothing to prevent a second Fall, fines and simulspace jail time for owning the "wrong" spec of ammunition seem like a small risk to take. Here's an example:

Bleeder Rounds: Related to Biter and Flayer (p. 338 EP) Smart Ammunition, the Bleeder round also alters it's shape and profile as it passes through a target. It can also alter its trajectory both in and outside the target when paired with a smartlink. However, the purpose of the Bleeder round is not just to cause more physical damage to the target, it is to specifically cause painful, incapacitating damage. The round shapes itself to make wounds more difficult to close up and prone to bleeding. It will adjust its trajectory to find joins, major organs or arteries, and nerve centers. If it passes through a region of vital anatomy it can fold, shape or sharpen to cut maximum numbers of blood vessels or sever nerves and ligaments. Or, if approached with a bone, it might harden, scrape or dig into the structure to cause more painful and inhibiting breaks. This means it causes +2 DV, and the target's Wound Threshold is considered 1 lower against the weapon using this ammo. Like Biter and Flayer, Bleeder rounds cannot be combined with other ammunition types. [Moderate]

Despite the name, Bleeders are just as effective against synthmorphs, targeting core mechanisms and internal components, though naturally the ability to filter pain makes synthetics more resilient. The primary saving grace against Bleeder rounds is that their high speed means they often have little time to adjust their trajectory or make dramatic repositions. They also have considerably less usefulness if something were to jam the Smartlink. The microcomputers on the Bleeder round when paired with a smartlink can make assumptions about the anatomy of the target and may even be linked with sensors to confirm - but against exotic morphologies such as aliens or entirely neogenetic creatures they may lack effectiveness. At their discretion the GM may decide that Bleeders have no additional effect on such a target. Luckily for Firewall operatives using them, that only includes some exsurgent types.

Bleeders were developed prior to the Fall, and almost immediately banned everywhere, and got a lot of media attention when they were illegally used, much like stories of "cop killer" bullets in the late 20th century. This did mean they were not thoroughly tested against the horrors of the Fall, and while many users swear by them, a single bullet can still only do so much on it's own. Even so, pop culture remembers the round a little, and restrictions on civilian and even law enforcement deployment exist in many polities. Even if not verboten, one can expect to get many angry messages and negative rep hits accidentally slinging the bullets around to hit an unintended target in a vital organ.

Thursday, September 28, 2017

Undetectable Shrapnel

(Author's Note: So, I actually wanted to start posting H-Rep again earlier in the month, but was delayed by a lengthy loss in utilities for most of it. This did, however, give me some time to collect my thoughts and figure out more entry ideas, so look forward to regular updates [in some form] over the coming weeks)

"War crimes" is a fuzzy area in the Transhuman Future. For something to be a crime, there must be laws against it. And for those laws to matter, somebody has to be enforcing them. As there is no form of "international" governing body in the greater Solar System, nor do a majority of the powerful governments in that solar system wish to enter into any kind of treaties or agreements with most of the other, this means that since many of the Old Earth nation-states have folded there are not a lot of key regulations in how remaining polities conduct warfare. The UN attempted to remain together and positive in the exodus of the Fall and the immediate Post-Fall era, but rather quickly disbanded and either joined the Planetary Consortium or folded into their cultural groups. Since pandora's box of WMDs and other such things was opened to fight the TITANs, when there are serious security threats quite a few governments no longer hold back. This can lead to some fairly insidious and dangerous weapons.

Undetectable Shrapnel is a concept actually originating from the region of the 20th and 21st Centuries. While verboten in a proper war, some governments utilized them in counter-terror and anti-insurgency operations. Originally made of hardened plastics, in AF 10 these can be made from carbon fibers or other nanomaterials, transparent alumina or hardened, frangible ceramics. The idea is that these fragments still embedded deep in the body, but are not detectable by metal detectors and have a minimal cross-section on X-rays, T-rays, Ultrasound or many other sensor systems, only easily detected by a pervasive internal sensor network (i.e. Medichines). Since the shrapnel is hard to detect, it can linger in the body, preventing injuries from fully healing and causing further damage. Some may be keyed with a certain chemical "tracer", so that if they are discovered removed or in-situ they act as an ID on the person hit with the weapon. The most insidious types are made of smart materials or other embedded nanotech, and may administer nanotoxins or make more serious injuries - though many types of these materials are too fragile to use. Officially, you see these in place in minefields around the TQZ or certain spots on the surface of Luna, and unofficially, you may see them used by criminals to guard hideouts and caches, or by Hypercorps on planetary bodies to fend of Barsoomians or other Anarchist Guerrillas. Most governments have restrictions about using such materials on civilians, but these can easily be circumvented by their placement on private territory, or high-security locations.

Mechanics:
Other than just an insidious and thought-provoking concept, there are a couple of ways to handle "Undetectable Shrapnel" in play. The easiest is to impose a penalty to First Aid or Surgery rolls to the subject of -10 to -30, counteracted by using certain tools like Nanoscopic Vision or a Utilitool. This reflect the difficulty in treating the subject. For a more lasting effect, possibly on player characters, try out an effect like when a Wound is inflicted (indicating lasting or serious injuries), the character heals at half the normal rate unless healing by some form of nanomedicine, or imposing appropriate SOM or even DUR penalties until the shrapnel is removed. This encourages victims to resleeve to be rid of them fast, making a very draining injury in a game where physical harm is usually very quickly reversed. For PCs who want to utilize such things, the Shrapnel can be applied in the manufacture of any fragmentation weapon. This may require a difficult programming test to re-write blueprints to use new materials, upgrade the cost category or just make otherwise legal gear become Restricted or Illegal.

Monday, June 26, 2017

Battlecruiser

The Destroyer (p. 348 EP) is the most common military spacecraft in the solar system - a medium tonnage, fast and maneuverable ship designed for long endurance and escort duty which defends against attacks at short range. Because of their flexible armament, high-speed designs and very efficient power supply in the form of an antimatter drive, Destroyers are typically all that is needed by a space navy force to defend territory or patrol vectors used as trading routes. But, they are not the entirety of the design. Smaller ships, from fighters carried on destroyers and larger vessels, to armed shuttles which act as patrol boats, interception satellites and even "light cruisers" or "corvette" designs exist as small, fast attack and defense or long-term independant operation ships. There are, however, also larger designs - these take three primary forms:

  • Command Carriers are rare, large ships which are mostly armed with defensive weapons and almost always require escorts - their purpose is to launch and coordinate large amounts of smaller ships. Their mass harms their maneuverability and top speed, so these sluggish ships do not often leave their home ports but would be vital in an actual space war to force projection.
  • The fabled "Dreadnoughts" are even more rare, seen as an outdated return to military tactics of the past. Heavily armed and armored these large ship designs are much more popular in fiction than in actual military engagements. Almost designed to show off the material wealth and engineering prowess of their builders, these ships can easily be overwhelmed by smaller, more maneuverable craft which cost much less time and effort to build in large numbers. No new Dreadnoughts are listed as under construction, and the majority left in commission are in the Jovian Republic or LLA.
The third common large ship class is increasingly popular, and is the Battlecruiser. Battlecruisers are larger ships designed along the same lines as the destroyer. They sacrifice armor capability of their larger size to maintain speed, but are still heavily armed - the intent is to be able to chase down and outgun ships with lesser armament, but evade or outmaneuver heavier and more powerful ships. Modern, spaceborne battlecruiser designs first appeared in the era of conflict immediately prior to the Fall, as a countermeasure to prospects of Dreadnought warfare. Several constructed Battlecruisers did well in the limited space warfare during the Fall itself, both against human forces and even TITAN ones. Comparable speed and defenses but greater power make them a good match for small numbers of Destroyers, and better agility and similar power mean they are more cost-effective against Dreadnoughts. 

In the modern period, every faction with a major space force owns one or more Battlecruiser-type designs, and some of them own several and are constructing more. The main drawback of the Battlecruiser is its greater expense and logistics - they take more material to build and to fuel, and more mental resources to run, either in form of AIs or Egos. The fact that open space conflict is not generally a popular or advisable position also means in some polities (such as the Titanian Commonwealth) with high transparency or citizen influence that Battlecruiser expenses are often frowned upon or judged harshly as opposed to less expensive Destroyers for defensive purposes. On the other hand, the Jovian Republic is proud of it's fleet composition and energy resources of Jupiter to fuel them - and plans on having the largest set of Battlecruisers in the Solar System by AF 15. 

Thursday, June 22, 2017

Web Grenade

Area denial is an interesting area in AF10. While landmines are still made (and due to less issue of lasting injury, slightly less stigmatized) they can present issues in tight spaces of transhuman construction, and risk infrastructure or even depressurization in enclosed habs. A mantrap can block a door or other route - but only covers a single surface. To this end, there is some desire for a device which can offer an expanded area of coverage to block doors and halls and hopefully cause less destruction than explosive traps. Luckily, materials science has solutions.

Web Grenade: While coming in grenade form, this device is more like a container for spools of carbon nanomaterial fibers, which end in grip head micro-anchors. When detonated (ideally in an airburst) the coils fly out in all directions to a maximum length of about 1.5 meters and anchor to surfaces, creating a web of black coils. These strands impede visibility, and are strong enough to be impossible for a morph to break under their own strength - they have to be cut with a tool, or the core grenade found and dismantled so the webs lose their anchor. Such a process can take several minutes, buying valuable time in a pursuit or security situation. Anyone unfortunate enough to be caught in the blast radius of a Web Grenade takes 2d10 DV with an AP of -5, and will effectively be grappled to the web grenade until they can extract themselves. This can be done as a Complex Action with a SOMx3 test, but causes 1d10/2 DV which ignores armor as the anchors are ripped out - or can be done as a more delicate proceedure over about 5 minutes (possibly requiring some form of Medicine test). This is available both as a minimissile and a grenade, but not as micromissiles, standard missiles or minigrenades. [Moderate]

Web Grenades are often used by scavengers and zone runners to keep away hostile exsurgents, TITAN bots or just fellow scavs by blocking narrow access points and delay long enough to escape. Some criminal operations (especially smugglers) also occasionally use them to delay rivals or law enforcement so they can get away. Military and security forces are also known to carry them, however, should they need to improvise security on a location with methods less permanent.

Addendum 2E: If converting to the 2E playtest, count the Web Grenade as Moderate Complexity. It still inflicts 2d10 DV, and applies Grappled status to anyone hit with it, and inflicts a d6 of DV which ignores armor if ripped out. They probably shouldn't be restricted, and also note the lack of the "Armor Piercing" trait. Any other aspects of Seekers and Grenades normally applies.

Saturday, June 3, 2017

Heterotaxy Cyberbrain

"Heterotaxy" is the term for a form of genetic defect where major organs are not in the proper location in the body. While not unheard of in Flats, the defect has been extinguished in Splicers and better though technically some lines of morphs may be heterotaxic compared to standard transhuman or other "source" genes for design purposes. This idea of relocating organs for specific purposes can be applied to other things, such as implants, which led to the exotic development of the Heterotaxy Cyberbrain.

Heterotaxy Cyberbrain: In short, this implant/enhancement is applied to a morph which already has a Cyberbrain and relocates the cyberbrain to another location inside the body besides the normal one. For humanoid morphs this is typically the head, and the relocation may be to the body - but can be even so exotic as to be in a limb. The dimensions of the cyberbrain do not need to be exactly the same, but the relocated area must be able to hold a sufficiently strong computer to run the cyberbrain software. In place of the normal cyberbrain routing hardware is usually installed to make sure sensory input and command output is processed through the rest of the body correctly and prevent undue disorientation to the Ego. Sleeving into a morph with a Heterotaxy Cyberbrain is slightly unusual, and can be difficult, imposing a -10 penalty on Resleeving tests. This implant can only be applied to morphs with a Cyberbrain. [High]

The primary purpose of the Heterotaxy Cyberbrain is the obvious - a relocated brain makes it difficult to permanently disable a morph via cranial damage. While there are severe penalties due to problems with senses and coordination (i/e Wounds) for taking head trauma, a morph is unlikely to be stopped simply by suffering blows to the head - and instead suffers similar effects when struck in the area where the Cyberbrain has been relocated. It is often combined with the Possum Cache (p. 198 Transhuman) in order to better "play dead". Barring expensive implant masking, The Heterotaxy Cyberbrain is incredibly easy to detect if one knows what to look for, however. The cranial area is much less dense and will obviously lack a proper brain to scan ("empty-head" or "air-head" is a common nickname for HC users) and the increased mass and electrical activity of the relocated cyberbrain can be very obvious to many types of scanners. The users of the Heterotaxy Cyberbrain tend to be eccentric or paranoid.

Monday, May 29, 2017

Simulacra

Simulacra
Type: Terrestrial (Reducing)
Primary Star: K9V (Orange Dwarf)
Gravity: 1.22 g
Diameter: 15099 km
Atmospheric Pressure: .84 atm
Atmospheric Composition: 59% Methane, 28% Nitrogen, 12% Argon, trace others
Surface Temperature (Mean): 6 C
Day Length: 23 Hours
Orbital Period: 423 Days
Satellites: None
Gate Access: Portal Gate
Notes: Alien Microbes, Planetary Rings, TITAN Artifacts
Simulacra should be an entirely boring planet. It is a "reducing" terrestrial, with a volatile atmosphere which is poisonous to transhumans, a low temperature and an arid landscape except for some ice caps in the polar regions. The natural terrain is dry and relatively flat, occasionally differentiated by geologic activity. It does appear to have some extremophile microbes, very basic prokaryotes, but they are comparatively uninteresting in their early evolution - only a source of concern for greater preservationists. Or, it would be more accurate to say it would, if "preservation" of Simulacra was still a concern.
This is because the extremely notable feature of Simulacra which lends it its name is the fact that on it's surface around the Gate is a perfect replica of 1920-era London UK. Based on historical data available to Gatecrashers, the replica appears to scale and 100% accurate to the information that is to be had, though while some facades and elements are artificially weathered to match pictures in history, dating them has assumed that the constructs were all built within the past 10 years or so - presumably after the Fall.  Additionally, while materials appear to be generally correct, close examination shows that they were obviously built using advanced manufacturing techniques and nanofabrication tools to produce and assemble the materials. This project would have taken immense time and energy, even for TITAN capabilities (the assumed builders) and has no apparent purpose. While buildings have a roughly correct layout and floorplan, they have no distinct interior features apart from the architecture, such as furnishings or appliances. No utilities are networked in the buildings at all, and as of yet no living creature or construct has been confirmed to exist in the structures. It also appears to be incomplete; as it nears the edge of the nearly 1500 sq. km area historically associated with Greater London, buildings appear to be unfinished or unpolished. On the fringes, some of them are clearly partially assembled from the bottom-up, and the pattern in which they are made does not follow the street pattern but an exotic fractal one.
Upon being discovered several years ago, Simulacra was briefly a point of intense interest for the Gatecrashing Guild and many associate corporations and governments, but the fervor of scanning the planet has died down as investigation has mostly turned up things which are strange as opposed to interesting or useful. Experts in X-Risk analysis and archaeology frequently argue over the subject of the "replica city" and what it's purpose could be, but have yet to reach a solid consensus. After delays, news of Simulacra broke on Titanian public media several months ago and rapidly spread through the Solar System due to it's open nature - leading to an influx of many amatuer Gatecrashers interested in hunting for artifacts or capitalizing on Earth nostalgia for rep and fame. While some hope that more eyes will make efforts to "clear" the vast construct city for anything of note, the more serious academics are concerned that any valuable data may be destroyed or muddled by the influx - and have petitioned Isra to more strictly monitor those who are allowed though the gate to Simulacra. The Gate itself is located in the replica of Charing Cross - in the location where a statue of Charles I historically stood.

Saturday, May 13, 2017

Swordstick

The "swordstick" or "swordcane" is an invention which has existed for long periods of human history - concealing a sword-length blade inside a cane or other stick which can appear harmless. While certain technological advances might make this seem obsolete, transhumans still have a lot of the same cognition as before the introduction of transhuman technology - biases and assumptions brought on by cultural memes and instinct can persist so carrying a "cane" which hides a weapon can be beneficial.

Swordstick: Also called a swordcane, this weapon has a thin blade concealed inside the body of an appropriately sized stick or cane, with the head of the stick serving as a handle for the sword. Some models use mechanical releases to retrieve the sword, but most use meshed systems similar to a smartlink to ensure the release is done properly. Originally made of wood, the exterior of the stick can be any material - and tends to be made of particularly dense things to try and hide the blade from sensors. It's a -30 Perception test to determine the stick is also a sword if one is not aware of it. Sheathed, the stick acts as a Club, dealing damage appropriately (and using the Clubs skill), but when unsheathed it is a Monofilament Sword (and uses the Blades) skill. [Low]

The swordcane is still quite useful to many people - retro or anachronist fashion sometimes makes use of canes and walking sticks, which the swordstick can turn into a deadly weapon in a pinch. Some people may have persistent injuries, or more bioconservative souls may not wish for the rapid healing miracle of a Healing Vat and thus have injuries last longer. And of course, in certain areas which might include rugged terrain, a hearty stick is never out of place - thus allowing one to also get away with carrying a sword. In legal terms, swordsticks usually count as a concealed weapon intrinsically - and are regulated as such.

(nb - While as of this writing skills/CC hasn't been released for the 2E playtest, based on what I've seen from the initial preview this weapon will probably be a lot more neat under 2E's more condensed skill list. So keep that in mind)