Shadowrun

Shadowrun General => Gear => Topic started by: rayous on <07-22-15/0905:41>

Title: Fun with Magnetic System
Post by: rayous on <07-22-15/0905:41>
lets post here for fun things you can do with the Magnetic System bodyware from Chrome Flesh.

1) Decker with all 4 cyberlimbs having a magnetic system and the legs having skates. Squat down, lock your arms to your legs, pop the skates and go to full vr. Your buddies can drag you along like a piece of carry on luggage (bonus if you have a drag handle from bullets and bandages).

2) Creates noise for 1 meter around you. Use as protection from nanites?
Nanites are apparently able to communicate via means other than wireless : (

3) Stick to bottom of cars

4) Use a sword, parry their weapon and then have that weapon stick to yours.

5) Enjoy an advantage while grappling other cybered people?

6) Use a bolt gun on the ceiling, stick yourself to it, do your decking out of line of fire.

7) Fast escape by sticking to passing car/train/other vehicle. *credit Jack Spade*

8 ) get a bunch of rotodrones or an Aeroquip medical evac drone. Stick to back and have them fly you places.

9) Get a magnetic system and a shock hand. Enjoy auto successes after you have grappled a metal enemy. *credit Rooks*

10) Most bad ass weapon holsters in existance *credit Moonshine Fox*

Anyone who can come up with anything feel free to post and we can add to this list.

Edit: ooh, does anyone think we could reverse the polarity of these magnets(they are electro magnets so shouldn't be that hard). Launch items from yourself at strength 6 Electro magnets are always negatively charged *credit Reaver*
Title: Re: Fun with Magnetic System
Post by: Jack_Spade on <07-22-15/0950:33>
Nanites aren't usually made of ferro magnetic materials, so no.

Also reversing the polarity won't launch things. You'd need a series of magnets that accelerate things along some kind of rail, kind of like a gun. If only there was a name for such a contraption...  ;D 8)

One definite use would be a quick escape by sticking to passing trains, cars and trucks.
Title: Re: Fun with Magnetic System
Post by: rayous on <07-22-15/0958:41>
I was thinking of the noise generation to protect against nanites. I assumed that nanites floating in the air in Boston had wireless functionality because that made sense to me. It appears I am incorrect.
Title: Re: Fun with Magnetic System
Post by: Sendaz on <07-22-15/1003:43>
And if you can not wait to try a more basic (and nowhere near as strong) version (http://www.iamdann.com/2012/03/21/my-magnet-implant-body-modification)....... ;)
Title: Re: Fun with Magnetic System
Post by: Rooks on <07-22-15/1034:23>
get a shock hand installed as well and get auto successes on grappling metal stuff and doing shock damage to it mount a drone on your hand that has a gun mounted on it use commlink to control device using gunnery by pass having to use any other range combat skill ever again
Title: Re: Fun with Magnetic System
Post by: Reaver on <07-22-15/1316:36>
Note:

Electro-magnets only have a negative charge. They can never be positively charged.
Title: Re: Fun with Magnetic System
Post by: rayous on <07-22-15/1325:13>
Cool to know, I will note that in the original post!
Title: Re: Fun with Magnetic System
Post by: rayous on <07-29-15/1117:58>
Reading lockdown and part of the fluff says an MRI would kill someone with nanites in their system (pg 121 Red Box) so they must be effected by magnetic fields. So as a GM I have decided that I am going to give a bonus = to the number of magnetic systems to their resistance tests if they are constantly running. Just a fun little bonus : P

Either that or I will have them act as a crazy repeller
Title: Re: Fun with Magnetic System
Post by: Moonshine Fox on <07-29-15/1510:25>
Personally I had the thought of having them installed in different parts of the body, thighs and back mostly, have have weapons rigged up so they cling to the points that the magnetic systems are. Could even do a little coding and make it so you can reverse the polarity from attraction to repulsion with a thought and have the system basically launch the weapon right into your waiting hand, making for an even faster quick draw!
Title: Re: Fun with Magnetic System
Post by: rayous on <07-29-15/1528:35>
Well, sadly you can not reverse polarity on electo magnets, as per reaver's post. Still, adding weapon holster to the list!
Title: Re: Fun with Magnetic System
Post by: Moonshine Fox on <07-29-15/1643:12>
Well, sadly you can not reverse polarity on electro magnets, as per reaver's post. Still, adding weapon holster to the list!

Who says it would be a reversal?  ;) Have the system set up with a positively charged and a negatively charged unit are side by side. When one turns off, the other turns on! Besides, who says the system is a traditional electromagnet? It could be some special unit, or maybe they found a way to set up an electromagnet that can be reversed by 2075.
Title: Re: Fun with Magnetic System
Post by: rayous on <07-29-15/1657:22>
According to reaver like 4 posts up, there is no such thing as a positively charged electro magnet.

If you hand-waive that away then sure. That said, I wonder how the MADAR in lockdown actually works....
Title: Re: Fun with Magnetic System
Post by: Moonshine Fox on <07-29-15/1825:48>
Actually I may make a Magneto-Holster system that's specialized for such. Avoid the trouble of the already in place system.
Title: Re: Fun with Magnetic System
Post by: Sendaz on <07-29-15/1920:06>
Actually you shouldn't have to mess with reverse polarity or such.

Why not install small electromagnets on the items in question as well so when turned on they are the same pole as your electromag holster.

Since two same pole magnets repel, that should provide some momentum, kicking the item up and out.
Title: Re: Fun with Magnetic System
Post by: Moonshine Fox on <07-29-15/2043:49>
Actually you shouldn't have to mess with reverse polarity or such.

Why not install small electromagnets on the items in question as well so when turned on they are the same pole as your electromag holster.

Since two same pole magnets repel, that should provide some momentum, kicking the item up and out.

Derp! That would be a smarter way to do it wouldn't it.
Title: Re: Fun with Magnetic System
Post by: Reaver on <07-29-15/2102:31>
Actually you shouldn't have to mess with reverse polarity or such.

Why not install small electromagnets on the items in question as well so when turned on they are the same pole as your electromag holster.

Since two same pole magnets repel, that should provide some momentum, kicking the item up and out.

THIS could would.


Keep in mind that when dealing with magnetics/electro-magnets, there are 2 forces at work.

The strength of the field in Webbers. (Yea, thats as far as my knowledge goes)
And the Retentivity of the substance. Some things, like rate natural earth magnets that a HUGE Retentivity. Others such as steel, have a low retentivity.

The point? "Positive" and "negative" charge losing meaning real quick... they are either pulled toward the webber field and absobed (their webber field is forced into the same shape, thus they "magnetically" become one.), or they are pushed away. Your "positive charged" item stays that way until you stick it to the magnet. It then becomes "one" with the magnet, its retative "positive" charge is gone.


And keep in mind too, that is all we are talking about here is an object's relative polarity more or less negative then some else... nothing is "positive", it is just "less negative".
Title: Re: Fun with Magnetic System
Post by: The Wyrm Ouroboros on <08-12-15/0454:09>
Actually, as per, uh, magnetism, there is a 'positive' and a 'negative' - or a north and a south - pole to every electromagnet.  Magnetism will only shoot something away, however, if you've managed to match up identical poles, i.e. 'south to south' or 'north to north'.  Both poles, however, will draw unmagnetized steel, so you can't propel an object via a magnetic grip.

Magnetic acceleration weapons (of which the railgun is only one) exploit various properties of electromagnetism for their item propulsion.  One such is the 'carousel gun', which puts a slug inside what's essentially a miniature particle accelerator - which speeds the thing up by turning magnets on and off in sequence in order to keep pulling the slug forward in a faster and faster loop, until it directs it down the barrel.
Title: Re: Fun with Magnetic System
Post by: I_AM_ZHOUL!!! on <08-12-15/0637:47>
Personally I had the thought of having them installed in different parts of the body, thighs and back mostly, have have weapons rigged up so they cling to the points that the magnetic systems are. Could even do a little coding and make it so you can reverse the polarity from attraction to repulsion with a thought and have the system basically launch the weapon right into your waiting hand, making for an even faster quick draw!

They have those for Power Armor in 40k... but remember a whole lot of stuff is made with nonferrous materials. Certain weapons might need a mod to let them do it.
Title: Re: Fun with Magnetic System
Post by: Reaver on <08-12-15/1752:54>
Strickly speaking you are correct Wyrm, every magnet has a "North and South" (positive and negative).

However with an electro magnet, those poles are created with the thousands (some times tens of thousands), wraps of copper around a soft iron core. Which leads to the positive end..... not being where you think it is :p

(Got a cookie for someone with the right answer!)
Title: Re: Fun with Magnetic System
Post by: Sendaz on <08-12-15/1852:51>
So you mean like inside an electric motor with all the wraps.

Isn't that where the magnetic field 'poles' kind of do a helical movement along/around the coil bundle?

Like imagine the coil bundle was actually a long bolt and the poles were a nut threaded on it.  As it goes along it rotates while it travels down the path.
Course now we have to imagine a bolt that goes in a circle and a nut that can somehow traverse that. :P

I remember it's some sort of funny movement like that or maybe I am misremembering it.
Title: Re: Fun with Magnetic System
Post by: The Wyrm Ouroboros on <08-13-15/0104:38>
In an electromagnet, the poles are not (as Reaver seems to be insinuating) 'point-source outwards'; that's the electrical / magnetic charge of a point-source electrical charge.  In an electromagnet, the poles are dependent on the direction of current through the wire, but remain on the open ends of the coil.

And a carousel gun is a ring of ring-shaped electromagnets, which has one of the poles in the center of the ring, and the other (much more diffuse) pole along the outside edge of the ring.  Like I said, it's a mini-particle accelerator, but it uses a much bigger particle.  Which is why it takes a bit to spin the sucker up to speed.
Title: Re: Fun with Magnetic System
Post by: CitizenJoe on <08-13-15/0652:44>
Magnetic monopoles...
Title: Re: Fun with Magnetic System
Post by: The Wyrm Ouroboros on <08-13-15/0846:53>
Hypothetical, (https://en.wikipedia.org/wiki/Magnetic_monopole) with inconclusive results in all known experiments.  Contribute something real.
Title: Re: Fun with Magnetic System
Post by: Reaver on <08-13-15/1157:03>
So you mean like inside an electric motor with all the wraps.

Isn't that where the magnetic field 'poles' kind of do a helical movement along/around the coil bundle?

Like imagine the coil bundle was actually a long bolt and the poles were a nut threaded on it.  As it goes along it rotates while it travels down the path.
Course now we have to imagine a bolt that goes in a circle and a nut that can somehow traverse that. :P

I remember it's some sort of funny movement like that or maybe I am misremembering it.

Kinda, but not really. In an electric motor those wraps of copper is what makes electricity, or provides the thrust. (Depending on how you hook it up, electric motors either supply electricity, or force.)

There, the principle is Egen =BLV...
Electric generation = strength of the cut field in Webbers, Length of the conductor, and the speed in which they cut the field....


In an electro magnet, you have the coils of wire generating that Webber field, and no conductor cutting the field to invoke a current....

The invoking of webbers in the wire is what makes the negative charged field of the electro magnet.


Now Wyrm is correct that there IS a positive pole to this electro magnet, my question is "where is the positive pole?"

Give you a clue, its not in the "head" of an electro magnet.....
Title: Re: Fun with Magnetic System
Post by: Moonshine Fox on <08-13-15/1717:26>
Personally I had the thought of having them installed in different parts of the body, thighs and back mostly, have have weapons rigged up so they cling to the points that the magnetic systems are. Could even do a little coding and make it so you can reverse the polarity from attraction to repulsion with a thought and have the system basically launch the weapon right into your waiting hand, making for an even faster quick draw!

They have those for Power Armor in 40k... but remember a whole lot of stuff is made with nonferrous materials. Certain weapons might need a mod to let them do it.

That's actually where I got the idea from. Just have a weapon side mount (or special upgrade for melee weapons, dependent on the weapon) that goes on and serves as the anchor point for the implant to latch on too. With wireless and electronics being what they are, the system on the gun side could interact with they system on the implant side of have some rather interesting effects. May have to explore this more. Thinking of a safety system that ramps up the mag field to hold the weapon in place and prevent it from being readied if the hand print doesn't match.
Title: Re: Fun with Magnetic System
Post by: I_AM_ZHOUL!!! on <08-13-15/2006:55>
The Wireless Bonus reduces activate/deactivate down to a Free Action. Seems very reasonable to allow it to be used in a Quickdraw Action with the same (or -1) Threshold for any one handed gun/melee weapon.
Title: Re: Fun with Magnetic System
Post by: The Wyrm Ouroboros on <08-13-15/2041:33>
Now Wyrm is correct that there IS a positive pole to this electro magnet, my question is "where is the positive pole?"

Give you a clue, its not in the "head" of an electro magnet.....

That depends entirely on how the electromagnet is constructed - because, y'know, some are bar electromagnets, some are ring, etc.  But indulge us and reveal your pop quiz answer.
Title: Re: Fun with Magnetic System
Post by: Reaver on <08-13-15/2136:31>
On a crane, the "positive" side is located at the inverter, which is (usually) installed in the case base. That is the only place you are going to find a positive field, and thus a positive pole.
Title: Re: Fun with Magnetic System
Post by: CitizenJoe on <08-15-15/1048:21>
Hypothetical, (https://en.wikipedia.org/wiki/Magnetic_monopole) with inconclusive results in all known experiments.  Contribute something real.

Shadowrun has implemented lots of hypothetical science including cold fusion.  Hypothetical doesn't take it off the future tech table.
Title: Re: Fun with Magnetic System
Post by: The Wyrm Ouroboros on <08-16-15/0212:07>
Which isn't what we're talking about.