Future Imperfect: Death Ray on Coral Island        
For years, one of the most famous Chinese science fiction stories was written by a prominent archaeologist. Tong Enzheng’s story features some nakedly propagandistic dialogue awkwardly shoe-horned into its forty-some pages, but the author suffered greatly during the Cultural Revolution and eventually went into semi-self-imposed exile after the Tiananmen Square crack-down. The film adaptation produced during the early Deng years is considered the very first Chinese science fiction film (numero uno), but it won’t do much to burnish Tong’s literary reputation with contemporary viewers. Still, you can’t deny the spectacle of Hongmei Zhang’s Death Ray on Coral Island when it screens during MoMA’s ongoing film series, Future Imperfect: The Uncanny in Science Fiction.

Working on an unspecified Pacific Rim location off the Mainland, Prof. Zhao’s Chinese research team makes a breakthrough in the development of their atomic battery. Just as they start to celebrate with an evening of foxtrot ballroom dancing, the respected chairman of the supposedly humanitarian Venus research foundation starts sniffing around. Despite his reputation, he is actually the front man for a foreign power. Since Coral Island was produced in 1980, his shadowy patron has a conspicuously Russian name.

Unbeknownst to the now-murdered Zhao, the Venus Foundation first arranged for his mentor Hu Mingli to be committed to a mental asylum and then fooled him into believing they were his benefactors when they facilitated his release. Under the assumed name of Dr. Matthews, he has been working on a powerful laser weapon in their secret lab. Guess where its located. Somehow, Prof. Zhao’s foreign-born, ethnic Chinese assistant stumbles across Coral Island in his efforts to bring the murderers to justice. However, it will be Hu who saves Chen by zapping a hungry shark with a laser in what might be the single nuttiest scene ever realized with absolutely no ironic winking.

If Coral Island’s narrative sounds haphazard and unwieldly, it’s because it is. There is no question this is the kind of movie you want to go into with a few wingmen, like Crow and Tom Servo. Yet, the seemingly random plot points pale in comparison to the “white-face” actors playing the Venus bad guys in whitening makeup, prosthetic noses, and impossibly red wigs. What would the Social Justice Warriors say? Regardless of racial politics, it is an indescribably bizarre sight to take in.

Yet, we have to give Zhang Hongmei credit for framing some striking images—particularly the exteriors of the prison-like asylum (talk about projection, the old sanitarium functioning as a dungeon for political prisoners was a mainstay of both Soviet and Maoist Communism). His color palate is also surprisingly bright and groovy. Frankly, this film could pass for a product of 1969 or 1972, well before its 1980 release. Yet, it is the weird little details, like the ballroom dancing and the period trappings that inspire such nostalgia, such as the enormous floppy disks that really make Coral Island so much fun. In fact, the film is far less didactic than the story is reported to be.

MoMA is not sure, but this could be the film’s American premiere. You need to see it to believe it and even then, you will hardly believe your eyes. However, expectations must be kept low with respects to all the things we usually expect from movies. Recommended for its historical significance and unintentional camp factor, Death Ray on Coral Island screens again this Monday afternoon (8/7) as part of Future Imperfect at MoMA.
          DARPA planning to implement laser weapons to jets        
DARPA-laser-weapon-jets

DARPA is planning on implementing laser weapons that are liquid cooled on jets. These highly precise weapons called High Energy Liquid Laser Area Defense System (HELLADS) could be the future of air supremacy, targeted strikes, and defense against missiles and rockets.

read more


                  



                  
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Inside the 24 hours that broke Sean Spicer

Renewable energy 'simply won't work': Top Google engineers

Waste Management To Offer Dead Body Pickup Service In Response To Proposed Health Care Changes

Wall Street Journal Editorial Writer Found Dead

93 Degrees In Siberia As Wildfires Rage For Hundreds Of Miles Just Below Arctic Circle

U.S. Navy Ship in Persian Gulf Armed with Laser Weapon

BREAKING Report: John McAfee Injured In Attack


          It should be a Tabletop RPG, part two        



Continuing from my post the other day... these are a few things that could potentially make for a great tabletop RPG setting.

Blade Runner




My favorite film of all time. Yes, of all time. How could anyone not want to spend time in its rain-soaked "Future Noir" streets? Spinners, Replicants, off-world colonies. C-beams glittering in the darkness. The novel delves even deeper into the dystopia that Los Angeles is already becoming (just without all of that rain)-- happy pills, corporations becoming law unto themselves. More human than human becoming a grotesque ideal. Political correct behavior run amok, turning the sprawling landscape into a fascist "Cop versus 'Little People'" society.

Every cyberpunk setting has its share of Blade Runner influences, but  this is an uncluttered setting as compared to those.







Jonathan Strange and Mr. Norrell 




To me, it started off as a kind of more adult Harry Potter, with copious and humorous footnotes. It's Wainscot fiction at its best, I think, and tells the story of magic suddenly reappearing during the Napoleonic wars. It reads a lot like how World of Darkness games of that era might play: a little absurd perhaps, but also quite dim and dark. There is the Raven King, capricious and pernicious members of the Unseelie Court mucking about in human affairs, and the intriguing figures of Jonathan Strange and Mr. Norrell themselves to play with, on the stage of the early 19th Century, a fascinating era in itself, and one we're only really beginning to tap in other media.













Akira


This film left an indelible mark on my young adulthood. Long before Ryan Gosling donned the scorpion jacket for Drive, there was Shotaro Kaneda and his iconic bike. Mix in the totalitarian politics of Neo-Tokyo, deep seated civil unrest, the apathetic dregs of humanity akin to Judge Dredd's "perps", portable laser weapons, and of course psychic powers which border on the metaphysical, and you have quite the backdrop.

So perhaps it's hard to get out of the shadow of the original story, but one could tell another story in another corner of the universe, or perhaps the backstory of the little Methuselah syndrome ESPers and their relationship with the titular Akira.




Alejandro Jodorowsky's "Jodoverse"



It may borrow heavily from other science fiction and fantasy universes, but there's something uniquely brilliant about the pastiche that is Jodorowsky's "Jodoverse". Technically, there is already a Metabarons game (one of the characters introduced in The Incal then subsequently received his own series), but it wasn't particularly complete or coherent and died a pretty obscure death. There are strange bushido-like dynasties. Galaxy-spanning empires, aliens, weird technology and mysterious forces round out the Jodoverse into something perhaps more than your average run-of-the-mill Sci Fi universe.









Laputa: Castle in the Sky


Perhaps, like the Jodoverse, there should be something called the "Miyakiverse", or perhaps I am just overly enamored of floating sky islands, but when I first saw Laputa, it capture my imagination like no other anime before it. It taps into that delicious feeling of myth and legend; a thing which disappeared into the mists of time, but may still be somewhere in the stratosphere, hiding behind a vortex of swirling clouds. There's quite a lot in common with Bioshock Infinite when you think of things that way (I may add that one to this list once I've actually played the game).



Princess Mononoke



While I'm at it, I may as well highlight Mononoke. It's a world of fantastic beings, giant forest spirits lumbering through primeval Japanese woodlands, and man making a hardscrabble existence between powers they can barely understand. I suppose it has a lot in common with the more intriguing parts of Exalted (just without the Mechs and the sillier "Wuxia" elements), but the world of Princess Mononoke is grounded in some of Japan's ancient history. Well, with fuck-off giant wolves, of course.

The film has many of the same themes explored in Nausicaa, but they are honed to finer points here, and there are more complex characters that fall into shades of grey rather than simple archetypes.    The most exciting thing to me is not merely what the film shows us, but what else might exist in this world of phantoms made flesh, of triumph and human desire.





Appleseed


I see Appleseed as one of those post-apocalyptic cyberpunk universes, and I'm not sure it holds the same allure as it once did, but some of the themes it plays with are still very relevant today... although admittedly there is some crossover with Ghost in the Shell. There's widely available high technology and its impact on crime, rogue AI balancing the needs of the many with the desires of the few and other lofty political and civil/humanitarian themes litter the landscape of the manga. Oh and the "bioroids" were essentially Blade Runner's Replicants, just ones that had (mostly) successfully integrated with society. Okay, so he may have been a little physically fetishistic with the females, but they were often strong characters in their own right (Deunan Knute and Major Kusanagi are very much leaders in their field, and introspective ones at that). I didn't mention the mechs, or the complete cybernetic replacement humanoids-- it was one of the first things I had experienced that introduced the idea of transhumanism, and for that it earns a place on this list. There's a terrific treatise on Appleseed, what it means and what the author was trying to say, which I stumbled across trying to jog my memory on what the series was actually about. Well worth a read.


Tomorrow (or maybe the day after), Part Three.



          Navy Laser Weapon System        
This page updated May 2015. Video of latest successful sea trial of laser weapon system shows air and sea targets and targeting screens. Second video has background information and details the first successful tracking, engagement and destruction of two Unmanned Aerial Vehicles (UAV) in an over-the-water combat representative scenario using laser technology.
          New Military Lasers Could Heat Earth's Atmosphere And Create A Giant Surveillance Lens In The Sky        

By Nicholas West

One thing that can safely be said about the military-industrial complex is that they are never short of ideas. Often outlandish and costly ideas, but they do offer up a continuous stream of mind-melting possibilities. Case in point: heating the Earth’s atmosphere with lasers to create a â€œgiant magnifying glass” for enhanced surveillance.
One of the more recent military trends is the development (and imminent implementation) of lasers and electronic warfare. The concept has appeared in new proposals for drones and anti-drones that utilize the electromagnetic spectrum for “death ray” weapons like the Falcon Shield and the High Energy Laser system.
Now, scientists at BAE Systems, one of the largest defense contractors in the world, is looking to combine the use of lasers and advanced optics to literally manipulate the atmosphere into becoming both a surveillance device and a “deflector shield” to protect against the laser weapons of the future. The system is called Laser Developed Atmospheric Lens (LDAL).
This is the nature of military conflict and one of the prime reasons why the world seems to have new security threats each and every day. As new weapons are developed, nations respond … then new weapons need to be developed. It is one endless problem-reaction-solution loop that only serves to benefit those who are invested in each of the three components. At the very end, of course, are the citizens of the Earth who are left to absorb the fallout of pervasive surveillance and an ever expanding military presence in their lives.

BAE sets their timeline for this system along a 50-year trajectory; but, according to them, their plan draws upon currently accepted science.
It works by simulating naturally occurring phenomena and temporarily – and reversibly – changes the Earth’s atmosphere into lens-like structures to magnify or change the path of electromagnetic waves such as light and radio signals.
LDAL is a complex and innovative concept that copies two existing effects in nature; the reflective properties of the ionosphere and desert mirages. The ionosphere occurs at a very high altitude and is a naturally occurring layer of the Earth’s atmosphere which can be reflective to radio waves – for example it results in listeners being able to tune in to radio stations that are many thousands of miles away. The radio signals bounce off the ionosphere allowing them to travel very long distances through the air and over the Earth’s surface. The desert mirage provides the illusion of a distant lake in the hot desert. This is because the light from the blue sky is ‘bent’ or refracted by the hot air near the surface and into the vision of the person looking into the distance.
LDAL simulates both of these effects by using a high pulsed power laser system and exploiting a physics phenomena called the ‘Kerr Effect’ to temporarily ionise or heat a small region of atmosphere in a structured way. Mirrors, glass lenses, and structures like Fresnel zone plates could all be replicated using the atmosphere, allowing the physics of refraction, reflection, and diffraction to be exploited.
This type of atmospheric tinkering, particularly heating the ionosophere, conjures up the controversial study/use of HAARP, as well as projects like Blue Beam that reportedly would make use of holographic projections to simulate a range of visible events.
One can only speculate as to whether or not this technology will ever become reality, but it is a guarantee that military mad scientists will be working on it.
View their video below in order to better understand the concept.
Hat Tip: Technocracy.News
Nicholas West writes for ActivistPost.com. This article can be freely republished in part or in full with author attribution and source link.

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          Comment on Will the Russian Air Force Beat the US Air Force to the Punch with 6th-Gen Jet Fighter Aircraft-Mounted Laser Weapons, Radio-Photonic Radar (‘Radio Vision’), Microwave Weapons and Guided Electronic Munitions? Let’s Hope Not. by Russian Navy to Get Pantsir-ME Missile Cannon Ship-Defense System: ‘Robo-Cop of the Seas’, Brought to You by KBP (Russian Instrument Design Bureau) | DefenseReview.com (DR): An online tactical technology and military defense technology         
[…] Will the Russian Air Force Beat the US Air Force to the Punch with 6th-Gen Jet Fighter Aircraft-Moun… […]
          Comment on Lockheed Martin Develops Compact, Lightweight, High-Energy 30-Kilowatt Portable Electric Fiber Laser Weapon System for Fighter Aircraft: Spectral Beam Combining (SBC) Combines Multiple Lasers into Single Beam for Maximum Power by Will the Russian Air Force Beat the US Air Force to the Punch with 6th-Gen Jet Fighter Aircraft-Mounted Laser Weapons, Radio-Photonic Radar (‘Radio Vision’), Microwave Weapons and Guided Electronic Munitions? Let’s Hope Not. | DefenseRev        
[…] Lockheed Martin Develops Compact, Lightweight, High-Energy 30-Kilowatt Portable Electric Fiber Laser… […]
          Comment on Manpackable Laser Weapons on the Way for U.S. Military’s Future Soldiers? by Will the Russian Air Force Beat the US Air Force to the Punch with 6th-Gen Jet Fighter Aircraft-Mounted Laser Weapons, Radio-Photonic Radar (‘Radio Vision’), Microwave Weapons and Guided Electronic Munitions? Let’s Hope Not. | DefenseRev        
[…] Manpackable Laser Weapons on the Way for U.S. Military’s Future Soldiers? […]
          Comment on U.S. Air Force Seeking Laser Weapons for Fighter Aircraft: Air-to-Air Combat Laser Cannon Cometh? by Will the Russian Air Force Beat the US Air Force to the Punch with 6th-Gen Jet Fighter Aircraft-Mounted Laser Weapons, Radio-Photonic Radar (‘Radio Vision’), Microwave Weapons and Guided Electronic Munitions? Let’s Hope Not. | DefenseRev        
[…] Beam Control (ABC) laser weapon turret for supersonic jet fighter aircraft, specifically, and offensive and defensive laser weapons for jet fighter aircraft, in general, which the US Air Force has been rather seriously persuing lately. So, it really comes as no […]
          Lockheed Martin’s Laser Weapon        

via Lockheed Martin: Lockheed Martin’s 30-kilowatt fiber laser weapon system successfully disabled the engine of a small truck during a recent field test, demonstrating the rapidly evolving precision capability to protect military...

The post Lockheed Martin’s Laser Weapon appeared first on disinformation.


          Britain Planning to Build a Prototype of Laser Weapon        
that of the Star-Wars armaments which could be used one day employed by the British Forces. This project will cost well over £100 million. It is aimed towards creating a high energy laser which can track and attack moving targets in any type of weather. Britain with this project will be in a weapons race with the U.S. as it has already build a series of ship burning, drone killing lasers and has one weapon on board a warship which is based in the Gulf. The Ministry of Defense is focusing on defense firms to construct prototype machine to improve the country understanding of the potential of a laser based arms system. According to the Ministry of Defense the potential of laser based systems as weapons has been considered as an opportunity which offers significant benefits related to running costs along with a more appropriate response to security threats which are currently faced by the United Kingdom armed forces. The trials on this prototype will help them to acquire, detect, and monitor targets at a range in different kinds of weather conditions with a good amount of precision. It will also allow them generate and control precisely a high energy laser technology, while ensuring that it is safe for operation. This project is called by the Ministry of Defense as the Laser Directed Energy Weapon Capability Demonstrator. It will be worth between £20 to £100 million.

Original Post Britain Planning to Build a Prototype of Laser Weapon source Twease
          The Laser Shotgun        
Styropyro built this insane laser weapon using eight 5-watt laser beams set up in parallel, then focused through a lens. It makes quick work of the usual targets: balloons, ping pong balls, and flash paper, but surely could do serious damage.
          US Navy Laser Weapon System        
The US Navy’s Laser Weapons System (LaWS) is a ship-mounted beam weapon. The 30kW weapon fires an invisible infrared beam that is powerful enough to take down drones and speedboats while reducing collateral damage.
          Laser Weapon Has Been Deployed at Navy        
The influence of the laser weapon on the military equipment of our armyLaser weapons will be used in a large number of various types of combat platforms, to seize the commanding heights of this...
          Rheinmetall Successfully Tests 50kw High-energy Laser Weapon        
Rheinmetall has successfully tested its new 50kW high-energy weapon technology demonstrator. Conducted at the end of November, the test encompassed the entire operational sequence from target detection and tracking to target engagement. Building on a 123-year heritage, the Düsseldorf, Germany-based Group has once again made good its claim to be the global leader in high-energy laser (HEL) technology. The test was conducted at Rheinmetall’s Ochsenboden Proving Groud (EZO) in Sw...
          re: [UPDATE] Destiny Beta Code Giveaway #3        

Definitely want to take on the Vex. Laser weapons sound like an interesting challenge.


          TIEMPO NUEVO INTERNACIONAL (MIAMI), DE ADDHEMAR H.M. SIERRALTA - AÑO 9 Nº 313 DE 4 DE AGOSTO DE 2017         

.
 
TIEMPO NUEVO 
 
Internacional 
 
por  Addhemar Sierralta 
 
Año 9 No. 313
 
Miami, 4 de agosto de 2017
 

EL CAPITALISMO SOCIAL O EL SOCIALISMO CAPITALISTA 

(Tercera parte).

Por Addhemar H.M. Sierralta

 (Perú).

Hoy veremos lo que un gobierno debe tener en cuenta para aplicar el capitalismo social o el socialismo capitalista. Dentro de lo esencial está lograr acceso para todos los ciudadanos de lo siguiente: buena salud, vivienda adecuada y educación de calidad. También la preocupación debe estar centrada en la seguridad ciudadana y una jubilación digna. Estos aspectos son los que deben procurarse con un concepto social neto en base a un sistema impositivo que financie, para todos, tales beneficios.

Los beneficios en los rubros, señalados en el párrafo anterior, implican un estudio actuarial para determinar las necesidades mínimas y los recursos necesarios. Esto nos indica que el esfuerzo primordial estaría orientado hacia lograr tales metas básicas para tener una población, saludable, segura y con base educativa para el progreso personal.

Los aspectos relativos a la salud deben estar orientándose a un concepto de salud pública que priorice la nutrición, previsión y saneamiento integral. Este mayor esfuerzo determinará una ostensible reducción hospitalaria y consultas médicas.

En lo relativo a la vivienda se debe procurar –en base a un estudio censal y económico-  vivienda básica familiar la que debe ser accesible de acuerdo a las posibilidades ciudadanas. Estos núcleos básicos  contemplarán satisfacer las necesidades hasta que los ciudadanos las necesiten. No revisten otorgarlas en propiedad sino en usufructo (o alquiler) y siempre y cuando se requieran. La población podrá conseguir viviendas –de otro tipo- en el mercado libre si así lo cree conveniente.

En la educación pública se harán los esfuerzos para brindar una atención educacional gratuita hasta la secundaria poniendo énfasis en las necesidades regionales de cada país. La educación contemplará programas para su aplicación laboral. La educación superior será gratuita  solo para quienes demuestren sus capacidades y dentro de un estudio de necesidades profesionales. Esto no elimina las escuelas, colegio o universidades privadas que se sujetarán a una estricta supervisión para garantizar la calidad de los resultados.

Para la seguridad ciudadana, funcionará el servicio policial obligatorio, y se contará con una Guardia Nacional Ciudadana. Se prescindirá de las fuerzas armadas y ello implicará alianzas multinacionales de protección, similares a lo que hoy es la Organización del Tratado Atlántico Norte (OTAN).

Respecto a la jubilación se proyectarán dos caminos: pensión de jubilación o uso de casas de retiro. El monto de la pensión de jubilación será en función de los aportes y necesidades reales, por ello existirá un mínimo y además podrá haber diversos tipos de pensiones. Habrá la posibilidad de las casas de retiro que determinaría la suspensión de la jubilación optándose por una suma mínima para gastos menudos.

En la próxima entrega seguiremos tratando estos temas en detalle y además los aspectos del fomento empresarial privado. (Continuará).


 PARA SEGURIDAD Y FUTURO DE AMÉRICA 

DEBE CAER EL EJE DEL MAL DE MADURO Y CASTRO.

Por Addhemar H.M. Sierralta

 (Perú).

Para nadie es un secreto que al gobierno de Maduro, en Venezuela, lo apoya el gobierno de Cuba. La voracidad de los comunistas castristas no es nueva porque trataron de invadir a la tierra de Bolívar en más de una oportunidad pero fracasaron. El deseo de conquistar al país llanero es porque sus riquezas (petróleo, minerales y el agro) les son beneficiosas para seguir con su tarea de dominio rojo en América.

No hay que olvidar la infiltración subversiva cubana en varios países latinoamericanos y al fracasar en su intento viraron su estrategia hacia el narco-terrorismo y que hoy se cierne un peligro tremendo en Colombia. Allí lograron –ante la tontera de inacción de muchos gobiernos- establecer una “paz” entre el gobierno de Santos y las FARC. Las negociaciones en La Habana –bajo la lupa de Raúl Castro- lograron, pese a que la ciudadanía la cuestionó, una “paz” peligrosa que beneficia económicamente y en derechos políticos a los líderes narco-terroristas. El peligro es grande porque estos no cesarán hasta lograr tomar el gobierno y volver a las andadas como en Venezuela.

Por ello no hay que ser ingenuos y menos los Estados Unidos de América. Deben cortar la importación de petróleo y venta de gasolinas al gobierno de Maduro, de inmediato. Claro que ello se traducirá en mayores inconvenientes para la dolida población venezolana pero ellos estarán dispuestos a este sufrimiento –de corto plazo- para librarse del tirano Maduro y su gavilla tenebrosa. Esto acelerará la caída del asesino y repercutirá en Cuba donde se tambaleará ese gobierno miserable y quedarán sin recursos para seguir haciendo daño.

Claro que los recursos se originan con la droga en Colombia –manejado esto por los narco-terroristas de las FARC- y su paso por Venezuela que envía la droga a los carteles mexicanos para llevarla luego a U.S.A. y a Europa. Se debe cortar ese nexo nefasto destruyendo de inmediato a los chavistas y castristas. Sin ese apoyo se podrá salvar a Colombia y también a Latinoamérica y aunque pareciera extraño a los Estados Unidos donde –por una miopía estúpida de ciertos políticos y empresarios- se busca flexibilizar las acciones contra Cuba y Venezuela.

Los fracasos, de esa izquierda torpe en América, se han visto claramente en la miseria de Cuba y Venezuela, los desastres en Argentina y Brasil. Años atrás mostraron su ineficacia en Chila y Perú. América está cansada de esos arribistas que sumen a los pueblos en la pobreza y en la desesperanza por un mejor futuro.

También hay que cortar los robos estratégicos y sistematizados de aquellos gobiernos de izquierda para corromper a los otros países financiando campañas políticas. Como lo hicieron Venezuela y Brasil, por ejemplo.

Pero llegó el momento de abrir los ojos y atacar el eje del mal ahora. Eso va por contribuir a que se vayan Maduro y Castro. Sin ellos los ciudadanos de este continente tendremos mejores posibilidades de progreso.

BITÁCORA DE UN AÑO DE NAVEGACIÓN AL GARETE.

Por Alfredo Gildemeister

 (Perú).

Recuerdo que, por el mes de octubre del año pasado, les pregunté en clase a mis alumnos de postgrado -todos gerentes y excelentes profesionales, trabajando en reconocidas empresas- si ya habían elaborado el presupuesto para el 2017 de las empresas en donde trabajan y qué metas tenían fijadas para dicho año. Todos me respondieron, casi a coro, que habían “tenido” que elaborar un presupuesto de tipo conservador, “como si Humala siguiera gobernando”. Cuando les pregunté del por qué no habían elaborado un presupuesto más dinámico, con planes de inversión y crecimiento, más aún que ahora nos gobernaba un presidente tecnócrata y con experiencia, acompañado adicionalmente de un “gabinete de lujo”, tal como el mismo presidente lo había denominado, todos me respondieron nuevamente que “sentían” y “veían” que nada había cambiado y que la sensación era que “Humala seguía gobernando”. Esta misma pregunta la hice a varios alumnos de las diferentes escuelas de postgrado de las universidades en donde enseño, y la respuesta fue prácticamente la misma: elaboraron un presupuesto conservador, “como si Humala siguiera gobernando”. ¿Qué estaba pasando? Pues que efectivamente, nada había cambiado. La sensación era de un gobierno improvisado, no preparado, sin un claro liderazgo, casi sin equipo y sin un plan coherente, técnico y bien elaborado. Como que el triunfo en las elecciones le cogió por sorpresa al actual presidente y a su reducido equipo. Un alumno exoficial, de la Marina me dijo: “Profesor, estamos como una nave al pairo, navegando al garete, a donde nos lleve la mar y los vientos. No hay capitán y para peor, la brújula del barco no funciona”. Me quedé mudo. Ese alumno, en su lenguaje de marino, había definido con total claridad la situación del país.

Recordemos un poco. Estando a pocos días de la segunda vuelta electoral, las encuestas daban por poco margen, el triunfo a Keiko Fujimori. Finalmente, el triunfo lo obtiene por un pelo el candidato Kuczynski (PPK) y como indicamos, muchos pensaron que PPK contaba con un plan concreto de gobierno, un equipo de asesores y técnicos estupendos, etc. Sin embargo, los días y los meses fueron pasando, y la dura realidad fue abriéndose paso: el triunfo cogió por sorpresa a PPK y a su gente. Pasadas las elecciones, PPK y su equipo se tuvo que poner realmente a trabajar en un plan serio de gobierno, ya no solo generalidades y buenas intenciones. Ya no estaba en campaña. Era el presidente electo. Pasado el mensaje presidencial -con bailecito y toque de flauta incluido- fue comprensible que dicho primer mensaje solo incluyera buenos deseos e intenciones, generalidades y alguna que otra cosa concreta. Entre esas cosas concretas, el presidente anunció que solicitaría al Congreso la delegación de facultades a fin de promulgar rápidamente decretos legislativos, con medidas que levanten y aceleren pronto la economía, incentiven la inversión privada, etc. en otras palabras, medidas concretas que dinamicen la alicaída economía peruana. Sin embargo, existía el lógico temor a que la mayoría de Frente Popular (FP) en el Congreso, denegara las facultades delegadas.

Curiosamente sucedió, para sorpresa de muchos, que la mayoría de FP aprobó, casi sin chistar, en primer lugar, al gabinete propuesto por el presidente; luego aprobó el presupuesto propuesto para el 2017 y finalmente, aprobó el otorgamiento de las tan esperadas facultades delegadas y por un plazo de noventa días. ¿Y ahora qué? Pues que no pasó nada. Las semanas comenzaron a transcurrir y los tan esperados y mentados decretos legislativos ¡no eran promulgados! ¿Qué estaba sucediendo? Pues ¡que no tenían listos ni elaborados los famosos decretos legislativos! ¿Habría sido una estratagema para ganar tiempo y armar un plan de gobierno serio? Solo Dios y PPK lo saben, pero el asunto fue que se perdieron seis meses, medio año, sin que nada pasara. Recién a principios de diciembre comienzan a ser promulgados tímidamente uno a uno los tan esperados decretos legislativos. Así transcurrió diciembre. Finalmente, a principios de enero de este año concluyó la publicación de los decretos legislativos cuando ya era “tarde piache” pues, ya todas las empresas tenían sus presupuestos hechos para el 2017 “como si siguiera Humala”. Los meses siguientes demostrarían que los famosos y tan esperados decretos legislativos no reactivaron nada ni dinamizaron nada.

En paralelo a todo ello, debemos mencionar el caso Moreno, pero especialmente el estallido del escándalo Odebrecht, lo cual obviamente no esperaba el presidente que sucediera. Ello trajo como consecuencia un serio cuestionamiento de la “política anticorrupción” del gobierno -si es que alguna vez tuvo alguna- puesto que el referido escándalo involucraba a exfuncionarios, expresidentes de la República, asesores, exministros, etc. e inclusive al mismo presidente. Las cuestionadas inversiones en Chincheros, Gasoducto, Interoceánica, Línea 2, Talara, etc. dejaron una sensación y casi una certeza, del alto grado de corrupción existente y de cierta impunidad y blindaje inclusive para los posibles implicados. De otro lado, el crecimiento económico entre enero y mayo, por mencionar un periodo, solo llegó al 0.8%. No hay políticas sectoriales, la inseguridad ciudadana continúa en aumento, el sistema de salud está colapsado y en huelga indefinida, el sector educación en huelga con el Sutep, la inversión privada casi paralizada, la minería anémica, etc. Adicionalmente cabe mencionar la supuesta “reforma tributaria” del gobierno, muy tímida por lo que no ha afectado a la formalización. La recaudación ha caído y el déficit fiscal es prácticamente el mismo que dejara Humala. ¿Qué fue de la tan proclamada reducción del IGV? Y como cereza del pastel, los ahora ataques y críticas al valiente juez Concepción Carhuancho, así como el burdo y torpe despido de las procuradoras Príncipe y Ampuero sólo han logrado confirmar la “sensación” de que al gobierno pareciera que no le interesa la lucha contra la corrupción -al menos no contra la que pudiere haber en el Ejecutivo- ni que se investigue a los funcionarios de las empresas vinculadas a Odebrecht o los pagos efectuados en el pasado a funcionarios incluyendo al actual presidente; o que se intervengan los activos y cuentas de dichas empresas; e inclusive que se nombre a los abogados que se encarguen en USA de coordinar las gestiones para la detención de Toledo, por decir solo algunas de las cuestiones sobre las cuales no se ha hecho nada aún o en donde la Fiscalía curiosamente aún no actúa.

En resumen, la falta de liderazgo es clara, así como la de un plan nacional concreto y un equipo técnico y ejecutivo realmente conocedor de la problemática nacional. El presidente se encapricha con ciertos asuntos, como Chincheros (tema que es más le ha “afectado”), descuidando los problemas y asuntos fundamentales. El barco sigue navegando al garete o al menos esa es la sensación que se tiene. Señor presidente: usted es el capitán de este barco. Se requiere un decidido golpe de timón. Tiene una excelente nave. Fije el rumbo y haga que este barco llamado Perú vuelva a navegar a velocidad de crucero. Elija bien a sus oficiales y a su tripulación o haga los cambios pertinentes. Si encuentra oficiales o marineros amotinados o corruptos, cuélguelos del palo mayor sin temor alguno. El país se lo agradecerá. De otra manera, el naufragio será seguro tarde o temprano y nadie quiere naufragar.


ÚLTIMA LLAMADA.

Por Enrique Guillermo Avogadro 

(Argentina).

 "La probabilidad de perder en la lucha no debe disuadirnos
de apoyar una causa que creemos que es justa". 
Abraham Lincoln.

El miércoles por la noche, ese maloliente aguantadero en que se ha convertido el Congreso por obra y gracia de los representantes que hemos elegido durante años, confirmó la validez de esa descalificación y dio una nueva prueba de cuánta impunidad se garantiza en la Argentina a los corruptos; en especial, a aquéllos que conservan muchas "carpetas" y pueden transformarse en delatores, comprometiendo tanto a sus mandantes ex presidentes cuanto a sus cómplices de toda laya, sean gobernadores, intendentes o empresarios. Con la difusión de la lista de quienes votaron en contra de la exclusión de la Cámara del máximo operador de los Kirchner, la última esperanza de condena social se cifra en los votantes, ya que muchos de los "protectores" de ese impar delincuente se presentarán ahora buscando la reelección.

Por el contrario, la exposición en que se encontraba obligó a la Sala de feria de la Cámara Federal de Apelaciones en lo Criminal, integrada por Jorge Ballestero y Eduardo Freiler (un tipo auténtico: es un ladrón y parece un ladrón), a abstenerse de liberar a Víctor Manzanares, el eterno contador de los Kirchner y, sobre todo, de desplazar al Juez Claudio Bonadío de la causa "Los Sauces"; en la medida en que el segundo no tiene prurito alguno en demostrar su fidelidad a Cristina Fernández y sus personeros, seguramente esa inacción se debió al prudente disenso del primero, preocupado por la negativa repercusión que hubiera tenido cualquier otra resolución. Ahora, la decisión sobre ambos temas deberán adoptarla, ya como Sala I y con el concurso de Leopoldo Bruglia, al regreso de sus vacaciones; es probable que entonces los fallos resulten contrarios a los intereses de la mafia que nos gobernó durante una década.

Para que eso suceda debe tener éxito la concentración del 3 de agosto; ésta es la última llamada, ya que faltan sólo cinco días y le ruego extreme la difusión. El lugar elegido hace tiempo está aún en obra, y deberemos manifestarnos con banderas y velas sobre las calles Talcahuano, Lavalle, Tucumán, Libertad y, también, sobre la Diagonal Norte, ya que las plazas propiamente dichas se encuentran valladas.

Allí exigiremos al Poder Judicial, en las figuras de la Corte Suprema y del Consejo de la Magistratura, que asuma de una buena vez el papel que la Constitución Nacional le asigna, y deje de ser el gran encubridor; su conducta durante las últimas décadas ha convertido a la República, cuya existencia misma se convierte en imposible sin Justicia, en el hazmerreir del mundo entero, en especial cuando se la compara con nuestros más cercanos vecinos.

Para morirnos de vergüenza es suficiente recordar el trámite impreso a causas como el crimen de Once, los atentados a la Embajada de Israel y la AMIA, la muerte de Alberto Nisman y el memorándum con Irán, el contrabando de armas a Ecuador y a los Balcanes (aún condenado, Carlos Menem irá por la reelección), la importación de chatarra ferroviaria, la privatización y la re-estatización de YPF y Aerolíneas Argentinas, el "dólar futuro", Skanska y los gasoductos, IBM y el Banco de la Nación, los desaparecidos fondos de Santa Cruz, los bolsos del convento, la caja de seguridad de Florencia, la pesca en el sur y el contrabando de drogas, las rutas pagadas e inexistentes, los imperios hoteleros, las importaciones de gas, los medicamentos "truchos", la intervención del INDEC y la falsificación de las estadísticas, Southern Winds y LAFSA, los diamantes de Angola, las varias valijas de Antonini Wilson, los negociados con Hugo Chávez y tantos otros casos emblemáticos.

Me resisto a flagelarlo, querido lector, y por eso no voy a inventariar otra vez qué sucede en toda la región, salvo en la trágica Venezuela. Mañana mismo, el régimen que encabeza Nicolás Maduro rezará el responso final por la democracia en su país, que será enterrada con la "elección" de una convención constituyente que le permitirá perpetuarse en el poder, sobre el asesinato de más de cien compatriotas, de miles de presos políticos, de la hambruna generalizada y de la quiebra de la economía.

La situación interna ya reviste carácter de genocidio -¿nuestros organismos de derechos humanos continuarán con su silencio cómplice?- por la falta de alimentos y medicinas, y además está produciendo una crisis humanitaria en los países fronterizos, como Colombia y Brasil, por el éxodo de miles de venezolanos que sólo pretenden sobrevivir.

Pero todo ello no ha influido sobre el ánimo de la sociedad civil que, con inmenso coraje, sigue enfrentando pacíficamente, todos los días, la violenta represión del Ejército y de paramilitares armados por el mismo Gobierno, potenciados por decenas de miles de "asesores" cubanos. Además, se ha incluido en los documentos personales de los ciudadanos un código QR, que permitirá al régimen saber con exactitud cómo votarán, por lo cual todos los empleados públicos y los beneficiarios de planes sociales estarán sometidos a una coerción extrema.

La salida final de la crisis venezolana, que tanto expone la ineficacia de las organizaciones internacionales -en especial del Mercosur, cuya declaración condenatoria fue bloqueada por Uruguay y contó con la abstención de Bolivia- es de muy difícil predicción, y es harto probable que termine en una guerra civil. Las fuerzas armadas venezolanas, vinculadas al contrabando y el narcotráfico, están equipadas con los medios de combate más modernos, suministrados y operados por cubanos, y no tendrán empacho alguno en masacrar a la población puesto que, si el chavismo perdiera el poder, se cortaría la última posibilidad del comunismo isleño de sobrevivir.

Describir ese escenario obliga a pensar en qué hubiera podido pasar en la Argentina si Daniel Scioli (seguramente ya habría sido desplazado) y Carlos Zannini hubieran vencido en 2015, acompañados nada menos que por Anímal Fernández y Martín Sabbatella desde la Provincia de Buenos Aires. Hoy, con seguridad, nuestro país se hubiera convertido en una réplica de lo que sucede en Venezuela y en México. Si hoy el kirchnerismo estuviera en el poder, la crisis terminal que legó a su sucesor -y que éste erróneamente se abstuvo de explicitar- ya habría estallado y los violentos carteles, como sucede en Rosario y en el Conurbano, estarían luchando por territorios y monopolios, llenando de cadáveres las calles de todo el país.

Para comprobarlo basta con observar la situación en provincias como Formosa, Tucumán, Santiago del Estero y, en especial, Santa Cruz, gobernadas por verdaderos señores feudales desde siempre. En todas ellas, campea la más abyecta inmoralidad, se roba sin tasa ni medida y los narcotraficantes encuentran verdaderos paraísos. Nefastos personajes como Ricardo Jaime, José López, Julio de Vido y Cristina Fernández estarían gobernando, mientras "empresarios" como Lázaro Báez, Cristóbal López, Gerardo Ferreyra (Electroingeniería), los Eskenazy, o Sergio Spolsky seguirían haciendo de las suyas a costa de todos los demás.

Por todo eso, para recuperar la Justicia, hago esta última llamada para el vuelo  que saldrá el #3A hacia una Argentina mejor. No lo pierda porque, si lo hace, deberá preguntarse si no es usted también cómplice.

Bs.As., 29 Jul 17

PRIMERA ARMA LÁSER DEL MUNDO PRUEBA  EE.UU EN GOLFO PÉRSICO.

El letal Laser Weapons System (LAWS) viaja a la velocidad de la luz y puede alcanzar cualquier blanco, según nota de EFE. El Laser Weapons System (LAWS) está montado sobre el buque anfibio USS Ponce.

No es ciencia ficción. Estados Unidos tiene la primera arma láser del mundo y la está probando en aguas del Golfo Pérsico, informó la cadena CNN.

El Laser Weapons System (LAWS), un arma de combate de primera generación, está montado a bordo del buque anfibio USS Ponce y listo para ser disparado contra cualquier blanco.

"Es más preciso que una bala", dijo el capitán Christopher Wells. "No es un sistema de armas como las que tenemos en el ejército, donde algunas son buenas solo para objetivos aéreos y otras son efectivas contra objetivos en la superficie... Esta es un arma muy versátil que puede ser utilizada contra una gran variedad de objetivos sin que sepan qué les impactó", remarcó.

La mayor ventaja deL LAWS, y que no tiene ninguna otra arma, es que se mueve a la velocidad de la luz. A modo de comparación, es 50.000 veces más rápida que los
          Will the Russian Air Force Beat the US Air Force to the Punch with 6th-Gen Jet Fighter Aircraft-Mounted Laser Weapons, Radio-Photonic Radar (‘Radio Vision’), Microwave Weapons and Guided Electronic Munitions? Let’s Hope Not.        
By David Crane david (at) defensereview (dot) com July 31, 2017 DefenseReview (DR) has been writing about aircraft-mounted laser weapons technology for years, now, including the very interesting Lockheed Martin Aero-adaptive Aero-optic Beam Control (ABC) laser weapon turret for supersonic jet fighter aircraft, specifically, and offensive and defensive laser weapons for jet fighter aircraft, in ...
          US Navy’s sophisticated Laser Weapon System makes use of old-fashioned telephone technology        
The US Navy’s new laser weapon is a large piece of innovation, but the futuristic firearm actually makes use of old-fashioned technology.
          Back to the future: although a few remaining hurdles are pushing the operational advent of laser weapons to the mid2020s, they promise to bring cost-effectiveness and efficiency to the future capabilities equipping the world's armed forces.        

Upon hearing the words 'laser weapons' one cannot help but picturing Luke Skywalker, the hero of director George Lucas' 1977 epic Star Wars, fiercely wielding his light sabre at his antagonist Darth Vader. The green light beam, the whirring sound as it moves and the way it retracts into the handle have all populated the dreams of generations of children, and science fiction geeks, alike....

          Lockheed Martin to empower US Army with 60 kW Laser cannon        
Although popularized as deadly weapons in science fiction, real-world applications of lasers have been mostly benign. Almost coming full circle, however, lasers are about to make those fictional scenarios real. Lockheed Martin has just announced that it has successfully designed and tested a 60 kW-class laser weapon, breaking records as far as lasers are concerned. And, of course, this technology … Continue reading
          The Skeptics Guide #517 - Jun 6 2015        
Forgotten Superheroes of Science: Margaret Hamilton; News Items: Laser Weapons, Chocolate Science Sting, How Many Species, In Memoriam-Dr. Wallace Sampson, Proton Spin; Who's That Noisy; Your Questions and E-mails: Rape Statistics, Charity Effectiveness; Science or Fiction
          Star Fox (Super Nintendo Entertainment System) Review #48        

star foxReleased: March 23rd, 1993

Not Rated

Oh yeah, now I'm getting into the classic years of gaming. Since I just reviewed a Nintendo 64 title, it only makes sense to take a look at a game from it's older sibling, the SNES. Everyone today remembers fondly Star Fox 64 and the classic lines it's given gamer's, "All aircraft report!", "DO A BARREL ROLL!" and several others. Surprisingly though, I find not a whole lot of gamer's know the series actually began here, on the SNES. But that's what I'm here for, to type up information which I hope people are reading. Or else I'm just doing this for fun.

So what's the setting and story of this title? This game takes place in the Lylat system which is inhabited by anthropomorphic animal races (e.g. foxes, frogs, dogs, birds, rabbits, apes, etc.). The two main planets of this star system are  Corneria and Venom, which represent good and evil. There are many other planets, asteroid belts, space stations and such the player can visit during the course of the game. Once the first level is beaten there are different paths the player can choose which affects what places they will encounter. This adds some nice replay-ability to what is a rather short title. My very first time ever playing through took me just below forty-five minutes. Mind you, this was on the easiest difficulty of the three. After playing through the other two difficulty settings I can tell you that, with only three lives to beat the entire game, this is no simple feat. My only problem here is that unless you absolutely love this game you won't have any real incentive to go and play through again.

Okay, so here's the story of Star Fox: Andross, a mad scientist, has fled to Planet Venom after being banished from Planet Corneria, has now declared war on Corneria and unleashed an enormous army to wreak havoc on the Lylat system. General Pepper, the commanding officer of Corneria's defense force, has decided to dispatch a prototype high-performance fighter aircraft called the "Arwing." However, lacking in time to train pilots for the new fighters, he summons the elite mercenary team Star Fox to defeat Andross. Made up of team leader Fox McCloud, ace pilot Falco Lombardi, veteran pilot Peppy Hare and team mechanic Slippy Toad, Star Fox accepts the job and sets out against a fair numerically superior foe to bring peace top the Lylat system. It's all very epic, I can assure you. A story this simple works for a game like this with there being no major arcs to worry about and plot holes which could pop up. It's a simple tale for a completely awesome adventure throughout space. An adventure in which you relentlessly shoot stuff. 

Now let's talk about a mystical point called "3-D graphics in the early 90's". So back in 1993 there really weren't a whole lot of games which had any sort of 3-D graphical effect, let alone being entirely done in this fashion. Which few existed were mostly on the PC's of the time. The fact that Star Fox is an early 3-D game is obviously apparent, and in all seriousness it hasn't exactly aged very well, what with all the rough cut polygons everywhere. But if you think back to just how much hype was built around this before the game even launched then you start to understand just how big a deal it was. Here we had a graphical style which, in addition to being very colorful and quick, could handle showing you 3-D aircraft, land vehicles, asteroids and buildings, a lot of which were constantly moving around the screen. Yes it is all rough, as I've said, but you can at least tell whats what and are able to navigate yourself through intense laser battles. Adding to this immersion are some very well done sound effects. While the main cast of four doesn't speak during the levels, at certain points there is actual spoken dialogue with that little 16-bit charm to it. For the rest of the game dialogue is presented via text bubbles and the bottom of the screen as the speaker makes nonsense noise to speak. Explosions, laser effects and hitting your ships wing on something all sound very good for what the SNES was capable of doing.

Star Fox is an on rails shooter which can be played in either third or first person. You switch these two view points by pressing the Select button on the SNES controller. I advise against playing in first person however, as it can be hard to judge how close incoming fire is to your Arwing and you'll get hit a lot more. As you progress through levels you have to avoid both hostile tanks, aircraft, giant robots and falling buildings. While you do have a health bar which allows your ship to soak up some damage before you lose a life your Arwing isn't a sponge and will explode very quickly if you're not careful, meaning you'll have to rely on it's quick movements and relatively small size to avoid incoming fire. Of course you're able to perform the trademark barrel roll by pressing either of the two shoulder buttons twice which makes your ship spin in place and deflect hostile fire. Upgrades are also placed throughout the levels, sometimes appearing once you kill a foe. These upgrades range from shield restoration to more powerful laser weapons. Keep in mind that you lose all weapon upgrades once you die. Throughout levels your wing-mates will occasionally get in front of you, either pursuing an enemy of asking for assistance shooting one down which is chasing them. If you ignore their calls of help they will take damage and sometime end up getting shot down which will effect your overall end of level score. Once a pilot gets shot down they will not return for the rest of the game. Each level has a boss, some of which has multiple stages and are more difficult than others. Each boss has a specific weak points which is of course a different color and you want to hit this point to kill the boss. all of the action is very fast and frantic and will keep you full of excitement, even though there are a few issues here.

The first issue is the occasional frame rate drop. For the most part the game runs just fine but on certain levels which are particularly full of enemies the game tends to sort of stutter along which can seriously mess up your flying, leading to unexpected deaths. The other issue here are the controls. Now I'm not saying the control scheme is inadequate, quite the opposite. Right before you start up either the tutorial training mode or the main game you have the option to choose between four different control set ups. Each one slightly changes which buttons do what so you can find the one your prefer. I played on the default setting just because. All of these set ups work, only the responses from your button press and the on screen maneuver doesn't always seem to connect correctly. This really come to your attention when trying to perform consecutive barrel rolls, as you'll keep on trying to press the shoulder buttons but nothing will happen except tilting your ship to the side. I found it very annoying and it caused me to die several times even though I was pressing the correct button. And don't you try and tell me my controller or console wasn't working, because I clean these things once a month. 'Cuz I have no life.

So Star Fox. It's obviously a really great game. Yes, it has two main issues and it hasn't aged very well. Aside from this, the game play is simple and effective, the boss fights are intense, the difficulty is appropriate and the title itself is simply a classic.

Final score: (8.5/10)


          UK Innovation: Laser Weapon Contract Awarded        
MOD awards pound30m contract to produce Laser Directed Energy Weapon (LDEW) Capability Demonstrator to UK Dragonfire consortium, led by MBDA. The project will assess innovative LDEW technologies and approaches, culminating in a demonstration of the system in 2019. The contract will assess how the system can pick up and track targets at various ranges and in varied weather conditions over land and water, to allow precision use. The project will inform decisions on the future of the programm...
          Assessing the Potential of Laser Weapons        
The Ministry of Defence is finalising the agreement of a pound30 million contract with MBDA UK Ltd to produce a Laser Directed Energy Weapon Capability Demonstrator. The project will assess innovative laser directed energy weapon technologies and approaches, culminating in a demonstration of the system in 2018/19. The contract will assess how the system can acquire and track targets at range, in varying weather conditions, over land and water, and, crucially, with sufficient precision to e...
          The Army is flight testing helicopter-mounted laser weapons        

The US military's experiments shooting lasers from vehicles continue with another important milestone: Laser-equipped attack helicopter fired at targets for the first time. The US Army keeps getting better at nailing UAV targets with ground-based truck lasers, but it's harder to fire accurately from helicopters. Not only does their position fluctuate with airborne conditions, but their whole frame vibrates as their rotors spin fast enough to keep the whole vehicle aloft. Hitting a target almost a mile away from the air, as the Army just accomplished in a New Mexico tests series, is a big deal.

Via: NY Post

Source: Raytheon


          US Navy fine tunes seafaring laser weapon and unmanned robocopters (video)        

That electromagnetic railgun is cool and all, but it's not the Navy's only wargadget in progress. Apparently, the Armed Forces branch has also been working tirelessly to improve its ship-mounted lasers and autonomous helicopters since we'd last heard about them. The new laser prototype, in particular, is a beefed-up version of what we saw in 2013. It's capable of firing high-energy beams for $1 per shot, providing ships a low-cost alternative to weapons that require expensive ammunition. Within the past months, Navy engineers have consolidated the weapon's controls, so a single person can target, track and fire at threats like unmanned aircraft and attack boats using only a video game-like controller. The Navy wants to deploy this cost-effective death ray this summer aboard the same ship its predecessor occupied (the USS Ponce in the Gulf Sea), but it's still going through some final-stage adjustments.

Source: Navy (1), (2)


          New Study Says Pentagon Needs to Rethink its Laser Guns Development        
After the Navy past year said that they have successfully fired their experimental laser gun, when they on-bard the USS Ponce. They fed curiosity about how fast they can be directed energy weapons and would change how the U.S. forces fight. However, they also underscored something else, as per a new report. The department of defense new developmental technology stays uneven, even though it began decades ago. These finding are of a new study which were released on Tuesday by an independent Washington think tank that has strong ties to the current administration. On the other hand, the Pentagon has called to establish a new directed energy weapons program office to further coordinate efforts to innovate a new Defense Department wide plan for them. According to a report, ultimately the weapons will become serious offset candidates whose technologies will enable the U.S. forces to keep their battlefield superiority against any adversary becomes serious about their development. Furthermore, their prospective payoff involved in mission critical areas will warrant focused and sustained leader attention. This paper was written by a visiting senior fellow Jason D. Ellis who is currently on leave from Lawrence Livermore National Laboratory in California. This lab is dedicated to looking for ways that engineering and science can aid in national security and has in depth studies lasers. The weapons include laser guns which are similar to the Navy’s and are known completely as the Laser Weapon System, however, the directed energy weapons also contain anything which produces concentrated EM energy or particles.

Original Post New Study Says Pentagon Needs to Rethink its Laser Guns Development source Twease
          Fallout 4 Secrets And Easter Eggs You Need To Find        
Aliens & Laser Blaser Weapon Fallout 3’s Mothership Zeta alien crash site was a solid continuation of where the other two games left off. In fact, some of the moments left people wondering if Bethesda would eventually take the franchise to space and back. Fallout 4 brought orb-like alien back, and you actually get to ...
          Lasers advance slowly into the battlefield        
More than 30 years after a laser first shot down a moving target in the skies above New Mexico, US troops have yet to fire a laser weapon on the battlefield.
          US Army: new laser weapon        

US Army: new laser weapon
          Updates and a look at Sniper Teams        
MAO ZEDONG
IS-5 A SUPER HEAVY TANK (A/A)

Since our League day was canceled, I bring you this update. The Unit Cards section has been updated with the recent releases from Paolo Parente's Dust. I have also included a look at the Sniper Teams of each faction, both for Dust Tactics and Dust Warfare.


UNIT CARDS

The unit cards now include the following updates:
  • Allies:
    • The Choppers
    • Devil's Own
    • Legio Patria Nostra  
  • Axis:
    • Fledermaus III
    • Jagdgrenadiere
    • Laser-Jagdgrenadiere
    • Otto
    • Prinzluther
    • Sturmprinz 
  • SSU
    • Red Command
    • Red Storm
    • Red Thunder
    • Winter Child
    • Babushka 
    • Karl Marx
    • Lavrentiy Beria 
    • Mao Zedong
    • Matrioshka
    • Vladimir Lenin


SNIPER TEAMS



Sniper Teams have proven to be a very effective unit for all factions. The two man team gains a cover bonus, so they will always save on a blank when making any cover roll. The miniatures with the Sniper rifle are capable of choosing the miniature that takes the damage when firing at their target. This can be very effective in eliminating infantry units with a large amount of health points at a distance. One can either choose to finish of an injured Hero, or a Soldier miniature to decrease the amount of firepower the unit is able to produce, or aim for the Commissar when facing SSU units to decrease their effectiveness. A Sniper Team that includes a Spotter as the other half of the unit will gain the ability to reverse the results when rolling combat dice, meaning the rolling "hits" means the die misses and rolling "misses" means the die hits. The Sniper skill is limited to the miniature(s) equipped with Rifles, while the unit with the binoculars has use of the Spotter skill which is shared with all miniatures in the team, including any Hero or Commissar which have joined the unit. 

The Axis and Allied Sniper Teams are identical, while the SSU Sniper Team has its own twist. The Axis and Allied Sniper Teams are 2 miniature units, one with a Rifle and Sniper skill, and the other with a standard issue weapon with binoculars and Spotter skill. The SSU Sniper Team contains 2 miniatures both with high powered Widowmaker Rifles, which can damage light and medium sized walkers, and both also possess the Sniper skill.
  • Pros:
    • The Allied and Axis teams can make very good use of the Spotter ability. See the Heroes section of the review for more details on Hero Combinations and their potential effectiveness.
    • The Allied and Axis teams also carry the Agile skill, which means all of their diagonal movement will only cost 1 movement point. While this may only be effective when the unit makes a move-move action, it can help them gain a better position for cover, or to retreat when the enemy is able to close the range gap. This skill is also effective with the introduction of structures tiles and buildings in Operations Seelöwe and Cyclone. Inside corners can cut movement effectiveness, and the ability to cut them with the Agility skill can help the speed of movement, and eliminate the line of sight enemy units may have.
    • The Range provided by the Sniper miniatures are a great way to ensure that the unit will get a couple shots in before their targets can fight back. Though be wary of your enemies anti-infantry Walkers.
    • All Sniper Teams will always save on a "miss" result when rolling cover saves.
    • All miniatures with the Sniper skill can choose which miniature will absorb any damage they inflict. While this ability is not shared, this is a very good way of softening up incoming units, eliminate those annoying Commissars, and finish off those Heroes who think they can break your lines.
      • My personal favorite is to whittle down incoming units by targeting the Soldiers over the Heroes. Each Soldier represents a series of weapon lines, and the fewer number of Soldiers mean less overall firepower. Taking out individual Zombies, Apes, Heavy Recon's, Sturmpioniere's, etc... is great to increase the survivability of any attack they attempt.
  • Cons:
    • As soon as the unit takes 1 hit it looses a great amount of effectiveness. The next hit will eliminate the unit, unless they are healed by a Command Squad.
      • The Allies and Axis will loose either the Sniper or Spotter with the first hit that the unit absorbs.
      • The SSU will loose effectiveness in their firepower, since both units firing in tandem secure an approximate 56% chance of scoring 1 - 2 hits with 2 dice. After suffering one hit the unit will then be reduced to the standard 33% chance with 1 die.
  • Heroes:
    Remember that the Heroes will gain access to the Teams cover bonus, and in the case of the Allies and Axis, to the Spotter and Agile skill, so long as those miniatures are still a part of the unit.
    • Allies
      • Bazooka Joe is a nice option. An increase of 4 Health Points, which means the unit will be able to take 3 hits before any miniatures are removed. The Spotter will increase the effectiveness of Joe's Grenade Launcher, since it will ignore cover and score hits when rolling a "miss" on his combat dice rolls. This unit will also help Joe survive so the Allies can take advantage of the initiative advantage he provides.
      • Rosie is a great choice as well. An increase of 4 Heath Points and the Spotter skill doubles her chances of eliminating enemy vehicles. She can stay back with the team and heal an injured Vehicle while keeping the enemies advancing walkers at bay, or hunt the enemies Vehicles with her M9-D Bazooka.
      • The Chef is an interesting choice. An increase of 3 Health Points and the combination of his Flame weapon and the Spotter skill will mean his flamethrowers will surely devastate any incoming enemies. This could be very effective if you're trying to figure out a way to protect your Steel Rain from units that move within the minimum firing range, or to hunt down those Zombie and Ape units before they can reach your Vehicles and other vital units. In this case the opposite of my typical Sniper strategy would apply since the Sniper team could wear down Markus, Grenadier X, or Totenmeister so the enemy unit can hopefully stay at full capacity for Chef's flamethrowers and massive amounts of hits that the enemy Hero will hopefully not be able to absorb for the unit.
      • Priest could work as well. An increase of 4 Health Points and the spotter skill will increase his chance of hitting an enemy walker with his powerful dynamite. Though the dual Agile skill will serve no purpose. Probably not the greatest combination, but still effective at close range
      • Johnny One-Eye is another choice that could see some effectiveness. An increase of 4 Health Points and his Victory MG would be more effective against lighter armored enemy soldiers. The Badass skill would be put to waste, so this might not be a wise choice.
    • Axis:
      • Angela is the natural choice in this case. An increase of 3 Health Points and the stacked effectiveness of the Frenzy, Sniper, and Spotter skills makes this the deadliest combination in the game. Her Frenzy ability allows her to continually re-roll her dice that hit until they result in misses. She also carries the Sniper skill so she can choose where her hits are absorbed. Since the Spotter miniature will reverse the combat dice results, she can effectively eliminate entire units in a single attack. And all of this from a range of 6.
      • Sigrid Von Thaler is another good choice. An increase of 4 Health Points and the stacked bonus of the Spotter skill and her Laser weapon. Before the time of Operation Cerberus and Angela, Sigrid was my favorite choice when I played as the Axis since the combination acts in a very similar manner. Sigrid can't choose where her damage is absorbed, but she still gets to re-roll her hits with her Laser Pistole-B until they miss on reversed die results. She can effectively eliminate entire units in a single attack at a range of 3. Also, the bonus of the Sniper's ability to start hitting units at a range of 6, and the Spotter at a range of 4 will ensure the unit will be eliminated once they reach the range of Sigrid's Laser weapon. Her Berserk skill will also assist in ensuring that her target will meet its end.
      • Manfred brings potential. An increase of 5 Health Points and the Assault skill could really make use of the Agility skill. A Move-Move Action with Assault could see the unit move a full 4 diagonal squares, what would normally be 7 movement points. His effectiveness with the Panzerfaust is doubled with the Spotter skill and a great way to finish of damaged Vehicles. He also brings another STG 47 to the party.
      • Stefan would be very effective with this unit. An increase of 4 Health Points, the Assault and Agile skill combination, and a Flamethrower that will ignore cover and reverse its combat dice results with the help of the Spotter. Much like the Chef, only half as effective against Infantry units. Not a bad overall combination for use against both Infantry and Vehicles.
    • SSU:
      • Red Yana would add 4 Health Points and her Fighting Spirit skill. Her firepower will be a welcome addition to keep enemy units at bay since her Auto Grenade Launcher can ignore cover. Her Fighting Spirit skill will help the team since they do not benefit from a Spotter.
      • Koshka would add 4 Health Points and her Fighting Spirit skill. Her firepower is a little weak and range is a little short, but her Fighting Spirit skill will help the team since they do not benefit from a Spotter. She can stay with the team until they get eliminated, then hop in Grand'ma to keep her alive and the VP from your enemy, and possibly use still use her Fighting Spirit skill if is still unused.
      • Yakov is an interesting choice. An additional 4 health points and the Legendary Tactician skill will stack with the Team's cover bonus to ensure that this unit will always benefit from cover saves. Though any skills and/or weapons that ignore cover will still get around this benefit.
      • Nikolai might be considered a waste. He doesn't add much firepower but his Take Aim skill could be useful. He could potentially stay with the team to whittle down enemy forces, then hop in a Vehicle when the unit suffers enough hits and his skills are needed elsewhere.
  • Commissars:
    The SSU faction is unique in their ability to use political influence when commanding their forces. Solo Commissars can be joined with any SSU unit, just like a Hero and with the same restrictions, however an SSU unit may have both a Solo Commissar and a Hero join them for battle.
    • The Derzhavin and Sumarokov are identical Commissars. They both have the Badass skill, 1 U.G.L., 1 PPSh-48, and a Knife & Grenade Close Combat weapon. Having one of these Commissars join the Sniper Team doesn't really add any benefit to either unit. Sure the U.G.L. is nice and will be unlimited, but it would only really see any combat when units closed the distance.
    • The Fonvizin brings the Assault skill, 1 U.G.L., 1 PPSh-48, and a Knife & Grenade Close Combat weapon. Combining the Fonvizin with the Sniper Team could help with mobility, but also doesn't add a whole lot else, outside of some close range firepower.
    • The Karamzin carries a PTRS-47 Bazooka with a range of 3, and the standard Knife & Grenade Close Combat weapon. The Karamzin has no skills, just a specialized anti-Vehicle weapon. Since the Team already damages light to medium Vehicles, this could be a decent advantage, but still subject to standard combat die rolls.
    •  The Trediakovsky carries a DPM MG with a range of 4, and the standard Knife; Greande Close Combat weapon. The Trediakovsky has no skills, just a specialized anti-Infantry weapon. A little Infantry killing power for those enemies that start to close the range gap on the unit. The weapon is very effective against lighter Infantry units.



Sniper Teams have proven to be a very effective unit for all factions. The two man team gains a cover bonus, so they will always gain the benefit of Hard Cover when cover applies to an enemies combat roll. All 3 factions Sniper Teams also have access to the Agile skill, which helps with Move Reactions. The miniatures with the Rifle and Sniper skill are capable of ignoring both cover and armor on their targets. This skill is shared will the entire unit, including any joined Hero and/or Commissar. The miniatures with the Spotter skill reverse the die rolls of any Attacks the unit makes. Of course these skills only apply as long as that miniature is alive.

The Axis and Allied Sniper Teams are identical, while the SSU Sniper Team has its own twist. The Axis and Allied Sniper Teams are 2 miniature units, one with a Rifle and Sniper skill, and the other with a standard issue weapon with binoculars and Spotter skill. The SSU Sniper Team contains 2 miniatures both with high powered Widowmaker Rifles, which can damage light and medium sized walkers, and both also possess the Sniper skill.
  • Pros:
    • The Allied and Axis teams can make very good use of the Sniper and Spotter abilities. See the Heroes section of the review for more details on Hero Combinations and their potential effectiveness.
    • All the factions Sniper Teams also carry the Agile skill. When these units make a Move Reaction to an enemies Action, it can move an additional 6". Very effective when you need to gain some cover, or even move out of the enemies line of sight.
    • The Allies and Axis have a range of 36" provided to their Sniper Teams. This is a great way to inflict hits on your enemy early in the game and suppress any vital enemy units. The combination of the Spotter will greatly increase the chance of the unit scoring a hit on their target. 
    • The SSU Sniper Team has a range of 30" with their Widowmaker Rifles. However these Rifles are are also Penetrator weapons, which means that enemy Vehicles within a range of 24" will cut their armor rolls in half, rounded up. Since the Sniper skill eliminates cover and armor rolls, this will not really apply to any of their attack rolls, but is nice to note when fielding the SSU Rifle Squad.
    • All Sniper Teams will always gain the advantage of Hard Cover as long as they are in any form of cover.
  • Cons:
    • As soon as the unit takes 1 hit it looses a great amount of effectiveness. The next hit will eliminate the unit, unless they are healed by a Medic.
      • The Allies and Axis will loose either the Sniper or Spotter with the first hit that the unit absorbs.
      • The SSU will loose effectiveness in their firepower, since both units firing in tandem secure an approximate 56% chance of scoring 1 - 2 hits with 2 dice. After suffering one hit the unit will then be reduced to the standard 33% chance with 1 die.
  • Heroes:
    Remember that the Heroes will gain access to the Teams cover bonus, Agile skill, and in the case of the Allies and Axis, to the Spotter skill, so long as those miniatures are still a part of the unit.
    • Allies
      • Bazooka Joe brings an increase of 4 Health Points. The Spotter will increase the effectiveness of Joe's Grenade Launcher by reversing the combat die rolls, it will ignore cover due to the weapons nature, and ignore Armor with the Sniper skill. His Black Ops skill will also assist the unit in receiving a free order in the Command Phase, regardless of his range to the Command Section.
      • Rosie brings an increase of 4 Heath Points and the Spotter skill doubles her chances of eliminating enemy vehicles. She can stay back with the team and help heal injured Vehicles while keeping the enemies advancing walkers at bay, or hunt the enemies Vehicles with her M9-D Bazooka. The ability of the Sniper skill to ignore cover and Armor will ensure that Rosie will damage even the most well protected enemy Vehicle.
      • Priest brings an increase of 4 Health Points and the spotter skill will increase his chance of hitting an enemy Vehicle with his powerful dynamite, while the Sniper skill will ensure that it ignores the cover and Armor of the target. I don't really know how the dual Agile skills would work, but that could be a good clarification to ask in the future.
      • Johnny One-Eye brings an increase of 4 Health Points and his Victory MG would be more effective against lighter armored enemy soldiers. The Badass skill would always ensure that the unit gets at least 1 action in the Unit Phase, while any attack made by the unit will always ignore cover and armor, making Johnny an even more effective Infantry killer.
      • The Chef cannot join any unit in Warfare.
    • Axis:
      • Angela is the natural choice in this case. An increase of 3 Health Points and the stacked effectiveness of the Frenzy, Sniper, and Spotter skills makes this a deadly combination. Her Frenzy ability allows her to re-roll her dice that hit on the initial combat roll a single time. She also carries the Sniper skill so she can always ignore cover and Armor with any attack she or the Team makes, while reversing combat dice rolls with help of the Spotter. Her range with her 20mm Solothurn is 36", and she can damage up to Vehicle Armor 5.
      • Sigrid Von Thaler brings an increase of 4 Health Points and the stacked bonus of the Spotter skill and her Laser weapon. Sigrid will get to re-roll her hits made with the initial combat roll with her Laser Pistole-B a single time while gaining the benefit of the Spotter skill to reverse combat die rolls. The addition of her Berserk skill can cause a great amount of devastation to her enemies, since it will stack with her Laser weapon.
      • Manfred brings an increase of 5 Health Points and the Assault skill. A March Move Action with Assault could ensure that the unit moves into a vital position without triggering a reaction from the enemy at the end of the unit's movement. His effectiveness with the Panzerfaust is doubled with the Spotter skill and a great way to finish of damaged Vehicles since the Sniper skill ensures it will ignore both cover and Armor. He also brings another STG 47 to the party.
      • Stefan brings an increase of 4 Health Points. The Assault skill will help to safely position the unit with a Move March action. His Flamethrower will ignore cover naturally, but now also ignore Armor with the help of the Sniper and reverse its combat dice results with the help of the Spotter.
    • SSU:
      • Red Yana would add 4 Health Points and her Fighting Spirit skill. Her firepower will be a welcome addition to keep enemy units at bay, and gain the advantage of ignoring the Armor of her targets. Her Fighting Spirit skill will help the team since they do not benefit from a Spotter. If the unit should fall, Red Yana could then hop in a vehicle and make use of her skill, if it is still unused.
      • Koshka would add 4 Health Points and her Fighting Spirit skill. Her firepower is a little weak, but her Fighting Spirit skill will help the team since they do not benefit from a Spotter. She can stay with the team until they get eliminated, then hop in Grand'ma and possibly use still use her Fighting Spirit skill if it is still unused.
      • Yakov is an interesting choice. An additional 4 health points and the Legendary Tactician skill could help the entire unit gain a cover bonus, if at least half of the miniatures are in cover. The ability to ignore both cover and Armor is a great advantage for his Acid Thrower.
      • Nikolai might be considered a waste. He doesn't add much firepower but his Take Aim skill could be useful. He could potentially stay with the team to whittle down enemy forces, then hop in a Vehicle when the unit suffers enough hits and his skills are needed elsewhere.
  • Commissars:
    The SSU faction is unique in their ability to use political influence when commanding their forces. Solo Commissars can be joined with any SSU unit, just like a Hero and with the same restrictions, however an SSU unit may have both a Solo Commissar and a Hero join them for battle. Solo Commissars can also combine 2 identical units; Essentially the SSU could potentially field a single unit that consists of 2 SSU Sniper Teams, 1 Commissar, and a Hero.
    • The Derzhavin and Sumarokov are identical Commissars. They both have the Badass skill, 1 U.G.L., 1 PPSh-48, and a Knife & Grenade Close Combat weapon. Having one of these Commissars join the Sniper Team would ensure that the unit would always gain at least 1 action in the Unit Phase, as long as it suffers from both Suppression and Reaction markers. The Sniper skill would allow their weapons to ignore both cover and Armor of it's targets.
    • The Fonvizin brings the Assault skill, 1 U.G.L., 1 PPSh-48, and a Knife & Grenade Close Combat weapon. Combining the Fonvizin with the Sniper Team could help the unit move into a vital position without triggering a reaction at the end of their movement. The Sniper skill would allow his weapons to ignore both cover and Armor of it's targets.
    • The Karamzin carries a PTRS-47 Bazooka, and the standard Knife & Grenade Close Combat weapon. The Karamzin has no skills, just a specialized anti-Vehicle weapon, which now benefits from the Teams ability to ignore both cover and Armor when attacking.
    •  The Trediakovsky carries a DPM MG with a range of 4, and the standard Knife; Grenade Close Combat weapon. The Trediakovsky has no skills, just a specialized anti-Infantry weapon, which now benefits from the Teams ability to ignore both cover and Armor when attacking.

          Destruction! Play-test 1        

Destruction
Play-test 1
Date Played: 07-15-2012

The Allies have located a hidden Axis outpost near the town of Wick in the Highlands of Scotland, near the raging battlefield of Scapa Flow. The Axis platoon is hiding out in an abandoned structure near the River Wick and is thought to be awaiting further reinforcements. ASOCOM has determined that the Axis units and the structure must be eliminated and has dispatched a force to set demolitions in the building and destroy it at all costs. The Axis troops are suspected to have units hidden in the surrounding forest to protect the outpost from any approaching force, and their reinforcements should be arriving at any time.

What is the point of this scenario? The point is for the Attacking player to enter and destroy the structure. The details will be found in the scenario guidelines below. The idea behind this scenario was to create a possible "suicide mission" since it will be possible to sacrifice the unit and detonate the explosives immediately, at the cost of an additional action and a penalty to victory points.

We played 2 games during this Play-test since the first game was over in less than 45 minutes. These were very challenging games for the Attacker, but provided great insight to how the scenario can be improved during future Play-tests. Delayed deployment and changing deployment zones for the Defender are a few of the adjustments that will be made the next time around.

Special Terrain:
  • Forest Tiles:
    Refer to OperationGhostlight for rules on Forest Tiles, but here are the basics:
    • Blocks Line Of Sight, except for a unit occupying the space.
    • Blocks Vehicle Movement
    • No Cover Elements may be placed on this square
    • Provides Soft Cover for Infantry Units.
    • No Cover upgrade to Corner Cover from Forest Tiles for units already occupying a forest tile.
    • Can be set on fire to become a Forest Fire Tile by Heavy Laser Weapons, Phaser Weapons, and Flame Weapons. See Operation Ghostlight for more details.
      • Forest Fire Tiles block all movement (including jump), block all line of sight, and cannot be occupied by any unit.
Scenario Guidelines:
  • No turn limit, unless desired by the players. Good rule of thumb is 10 turns.
  • Army Points:
    • Infantry and Heroes Only!
    • 200 to 250 points for both the Attacker and Defender
  • Cover Elements
    • Defender places on any valid space within the highlighted section of the map.
    • 2 Tank Trap
    • 2 Ammo Crates
  • No initiative roll on the first turn only. See Attacker section for more details.
  • The objective is to destroy the Structure that the Axis are using as a foothold in the Highlands of Scotland. The Structure is 3 stories tall and should resemble something close to the "standard" look of the Cerberus and Zverorgrad buildings.
  • The Defender will have a force deployed in secret. Refer to the Defender section for rules regarding those units. All other units will enter the board normally during the first turn.
  • Each Attacking Infantry and Hero unit is considered to have all the necessary resources to complete the mission. These resources are limited however, and once a unit no longer has these resources once the explosives are placed. These resources may be "reloaded" using the Ammo Dump Skill provided by the NCO Command Units following their normal rules.
    • To place a charge the Attacking player must spend one action. Roll a single combat die and on the result of a "miss" the charges are successfully placed. This charge is considered to be "time-delayed" and will detonate at the end of the next round.
      • If placed in round 5, they will detonate at the end of round 6.
    • An Attacker may spend 2 Actions to place the charges and have them detonate immediately. Roll 2 combat dice, and if there is at least 1 "hit" result the charges are successfully placed and detonation occurs immediately. A unit lost in this manner will provide the enemy double their amount in victory points.
    • A Defending Infantry or Hero unit may attempt to disarm a time delayed charge. To do this the defending unit must move into the square containing the explosives and spend an action to attempt to the disarm. Roll a single combat die and on the result of a "hit" the explosives are successfully disarmed. A unit that spends more than one action to attempt a disarming of the explosives will roll a combat die for each action spent this way and will succeed if at least 1 of the die produces a "hit" result.
    • If the explosives detonate the structure is destroyed and the game is almost finished. 
      • No other actions are taken by any other unit on the board.
      • Any unit occupying the square where the explosives were placed is automatically eliminated.
      • Other units in the structure most resolve a combat die roll against each individual miniature. On the result of a "hit" that miniature will suffer 1 damage. Any units that survive are then placed on any unoccupied valid square adjacent to the structure. If no unoccupied valid adjacent squares are available then the unit is eliminated. 
  • Attacker Rules and Objectives:
    • Destroy the Structure at all costs! The Axis cannot be allowed to gain another foothold in Great Britain. 
    • Always takes the first activation of the first turn.
  • Defender Rules and Objectives:
    • Protect the Structure and eliminate the enemy! Reinforcements are due to arrive at any moment.
    • Secretly deploy no more than half your forces in the forests and cover elements. Only the Forest Tiles and Cover Elements within the highlighted cover area may be used to hide units.
      • Units deployed in Forests Tiles and Tank Traps are not revealed until:
        • They are activated and perform a Move, Attack, or Skill action
        • Attempt Reactive Fire (regardless of success)
        • The enemy moves into an adjacent square
      • If an Attacking unit is moving and enters the same square as a hidden unit during their turn the 2 units immediately engage in close combat and resolve a single attack action using only close combat weapons. If both units survive the Defending unit stays in the square and the Attacking unit moves into it's previously occupied square. If the Defending unit is eliminated the Attacking unit's activation ends and occupy that square.
    • The rest of your units are the "Reinforcements" that you have been waiting for.  
    • A limit of 1 unit may be deployed anywhere inside of the structure during deployment.
  • Points and Victory:
    • The Defender wins if they are able to prevent the destruction of the Structure. This can happen in many ways:
      • The Structure is still standing at the end of the turn limit
      • The Attacker exhausts all his available explosives
      • The Attacker is eliminated
    • The Attacker wins if they are able to destroy the Structure.
    • Victory points from full unit kills may be tallied for other purposes, but are not used for any purposes for this scenario at this time.

GAME 1

Justin v. Christian
  • Attacker:
    Justin - Allies: 200 points
    Bazooka Joe - Johnny One-Eye - OZZ-177 - The Chef - BBQ Squad - Crack Shots - Grim Reapers - Hell Boys - The Gunners
  • Defender:
    Christian - Axis: 201 points
    Grenadier X - Lara - Markus - Axis Gorillas - Axis Zombies - Heavy Flak Grenadiers - Kommandotrupp - Recon Grenadiers


  • Pregame:
    Cover was placed by the Defender. The Tank Traps were side by side, and positioned between the Structure and Forest to the left of the map, effectively cutting off all line of site to that side of the Structure. The Ammo Crates were placed on the other side of the map in a diagonal formation. The combinations of Markus and the Axis Gorillas, and Lara and the Heavy Flak Grenadiers were placed in the forest for the hidden deployment.

    1 - MARKUS AND AXIS GORILLAS
    2- LARA AND HEAVY FLAK GRENADIERS
  • Turn 1:
    The Allies charged ahead and moved OZZ and his Grim Reapers 4 spaces... Right into Markus and his Axis Gorillas! They 2 units were occupying the same space, which reveals the Blutkreuz Apes and immediately engages both units in Close Combat. The Allies did a little damage to the Apes, but were severely hurt in return. The Zombies came onto the board to assist Markus and his Gorillas and finished off OZZ and his Grim Reapers while taking little damage in return. A hard loss for the Allies early in the game. Their response was to bring in their Hell Boys and BBQ Rangers to set the forest ablaze to force both Blutkreuz units to retreat.. The Kommandotrupp was the unit the Axis choose to deploy into the building, where it stayed for the remainder of the game issuing their orders from within the objective.


  • Turn 2:
    The Crack Shots moved up into the forest, while the rest of the Allied units moved away from the slowly burning forest. A double pronged attack from the Axis cost more Allied lives when Lara and her Heavy Flak Grenadiers revealed themselves while Markus and the Axis Gorillas attacked at the edge of the burning forest to eliminate the Crack Shots, nearly every Gunner Ranger and 3 hits on Johnny, and 2 hits on Chef with 2 more on the Hell Boys. The Axis Zombies in excellent position to support both Axis units in the next turn.


  • Turn 3:
    This round was the bloodiest of them all. The Allies took the initiative and Chef and his Hell Boys did enough damage to eliminate Lara and the Heavy Flak Grenadiers and plenty of hits on Markus and his Axis Gorillas. The Blutkreuz Apes fought back hard against Chef with the Hell Boys and Johnny with the Gunner Rangers. In the end the Blutkreuz Apes fell and were able to finish off Johnny with his Gunners. Grenadier X with the Axis Zombies then moved in for the kill to finish off Chef and the Hell Boys. However, Bazooka Joe was able to get revenge and eliminate the Blutkreuz Zombies with the help of his BBQ Rangers! The ever sneaky Kommandotrupp was successfully able to bring the Axis Zombie back into play with the Come On Guys; We're Going Back Out There skill before the end of the Turn.


  • Turn 4:
    The Axis Zombies charged into Joe with the BBQ Rangers, but Reactive Fire proved too effective and the Axis Zombies were once again eliminated before they had a chance to do further damage to the only remaining Allied unit.


  • Turn 5:
    The Axis Recon Grenadiers moved into a Tank Trap with line of sight on Joe and the BBQ Rangers in the forest and opened fire and severely hurt the unit leaving only Joe and the Flamethrower remaining. The Allied unit moved ahead and returned fire, but were only able to eliminate 4 of the 5 miniatures leaving the MG 48 to oppose the Allied unit.


  • Turn 6:
    The Axis won the initiative and opened fire on the Allied unit to eliminate Joe and the BBQ Rangers to win the scenario!
The Allies took a beating that entire game. Turn 3 was just a bloodbath and left the Allied army crippled, but not necessarily incapable of winning the scenario. The Allies would have had a decent chance to win had they taken the initiative in Turn 6 and eliminated the single Recon Grenadier. This game took almost no time to play and we were convinced we just needed a bigger force to obtain a better result. So we upped the points to 250 and started another round!



GAME 2

Justin v. Christian
  • Attacker:
    Justin - Allies: 250 points
    Action Jackson - Bazooka Joe - Johnny One-Eye - OZZ-177 - Crack Shots - Grim Reapers - Hell Boys - Recon Boys - Recon Boys - Red Devils - The Gunners - The Gunners
  • Defender:
    Christian - Axis: 250 points
    Angela - Grenadier X - Markus - Axis Gorillas - Axis Zombies - Beobacther - Kommandotrupp - Laser Grenadiers - Recon Grenadiers - Recon Grenadiers - Sniper Grenadiers - Sniper Grenadiers
  • Pregame:
    A Tank Trap and Ammo Crate were placed adjacent to each other and the solo Forest Tile on the right side of the map. The other Ammo Crate was placed next to the longest part of the structure. The other Tank Trap remained in it's previous position next to the forest on the left hand side of the table. The Axis chose to hide Angela with a unit of Sniper Grenadiers in the solo Forest Tile next to the Tank Trap and Ammo Crate, Recon Grenadiers on the right hand side in the top most Forest Tile of the group, another unit of Recon Grenadiers in the top most Forest Tile oft he middle group, and Markus with the Axis Gorillas on the left hand side of the map in the Forest Tile next to the Tank Trap that remained in it's location.

    1 - ANGELA AND SNIPER GRENADIERS
    2 - RECON GRENADIERS
    3 - RECON GRENADIERS
    4 - MARKUS AND AXIS GORILLAS
  • Turn 1:
    The Crack Shots were taken out early in the deployment phase by Grenadier X with his Axis Zombies who deployed from the side of the table and engaged them in Close Combat. Joe and his BBQ Rangers were quick to retaliate, but that left them open to fire from the Laser Grenadiers when they deployed onto the board from the same side of the map. OZZ was attempting to set the forests on fire, as was Action Jackson with his Red Devils. The Recon Grenadier in the middle decided to engage OZZ with his Grim Reapers inflicting damage on OZZ in the process.


  • Turn 2:
    The Axis won the initiative and eliminated OZZ and his Grim Reapers with the Recon Grenadiers. Johnny was able to exact swift revenge with the help of his Gunner Rangers. Joe and his Rangers retreated, which allowed the Recon Boys and the Gunner Rangers a chance to finish off the Blutkreuz Zombies and inflict 3 hits on the Laser Grenadiers. Action Jackson utilized his Assault ability to close distance to the objective and charged up the battle field with this Red Devils, only to take fire from the other hidden unit of Recon Grenadiers, and then had Markus and his Axis Zombies move in to finish them off.


  • Turn 3:
    The Allies lost their solo unit of Gunner Rangers to the unit of Axis Zombies that the Kommandotrupp, still hiding in the building, were able to bring back with the Come On Guys; We're Going Back Out There skil. The unit of Recon Boys that was backing up Action Jackson fell to the combined firepower of Beobachters, Recon Grenadiers, and Markus with this Axis Gorillas. The remaining Recon Boys moved into position to fire on and eliminate the Sniper Grenadiers, who were hiding in the tank trap on the left of the board, as well as eliminate another Laser Grenadier hiding in the forest. Johnny and Joe, both with the Gunner Rangers and BBQ Rangers respectively, were only able to cause 2 wounds on the revived Axis Zombies.


  • Turn 4:
    The Recon Boys fell at the start of the turn after the forest they were using for cover caught fire from the raging inferno and were forced to retreat near the Axis Zombies, who had very little trouble finishing off the defenseless unit. Johnny and Joe, with their respective units, were able to finish off the Axis Zombies and eliminate the remaining Laser Grenadier. The Recon Grenadiers and Beobacthers made their way toward the remaining Allied units. Angela has not been revealed yet.


  • Turn 5:
    Markus Charged into Johnny and his Gunner Rangers, who were able to wear the unit down with successful Reactive Fire, and resulted in the units eliminating each other when the Blutkreuz Apes finished their charge on the Allied unit. Once again it was down to Bazooka Joe and a lone Flamethrower to win the scenario!


  • Turn 6:
    The Recon Grenadiers made an unsuccessful attempt to move in and attack the remaining Allied unit, only to have a sustained Attack from Joe and the Flamethrower eliminate the Axis recon unit. The Beobacthers were still making their may towards the Allied unit, though much more cautiously than the Recon Grenadiers.


  • Turn 7:
    The Beobacthers decided that it was time to take a chance and charged in and attacked the Allied unit! Both Beobacthers hit with their weapons and the Allied unit failed both cover rolls. Once again the Axis win through elimination!!
Pretty much the same outcome as the previous game. Adding units didn't help to expand the experience all that much. Though it was still very fun to play and the action started immediately. It was also interesting to see that Angela and her Sniper Grenadiers never needed to reveal themselves and stayed hidden during the entire game.

What are some things we can try in the next play-test?
  • Point will be either 250 or 300 for each side.
  • Defender's deployment zones are changed to the map edge opposite the Attacking player's deployment zone. This will not include the building, only map edge spaces outside the structure.
  • The Defending player will not deploy the rest of his army in Turn 1. Instead the units will arrive either in Turn 2 or Turn 3. The Attacker will always be the initiating player in Turn 1, but if the Axis player wins the initiative for Turn 2, then they can deploy their remaining forces in that turn. Otherwise the Axis player must wait until Turn 3 to deploy their remaining units.
  • The Attacker can deploy up to 150 points of units in Turn 1. An additional 50 points are added each following turn to deploy the remaining Attacking forces until all units are deployed.
  • Victory Conditions:
    • Defender wins if they successfully protect the Structure.
    • Attacker wins if they destroy the Structure AND obtain more victory points.
    • Draw/Tie in the event the Attacker destroys the Structure and the Defender scores a higher VP total than the Attacker.
What do you think? Try this scenario out with your local gaming group and email us the results at pdxdusttactics@yahoo.com. What changes would you make? What do you like and what would you like to see changed?

A full on Warfare Battle Report is in the works and should be completed within a week. More games coming this weekend and a new League is underway! Stay tuned for further updates and Good Gaming!!

          First Aid! Play-test 1        


First Aid
Play-test Part 1.
Date Played: 07/07/2012


The nearby Abby has been destroyed by stray Artillery Fire! The Abby was being used as a Medical facility for innocent victims of the raging war. Only part of the Abby remains and those who weren’t killed have abandoned the former sanctuary. Reconnaissance reveals that many of the medical supplies are still intact. Get to those precious supplies before the enemy!

What is the point of this game? The point is for the players to return an objective to each of their objective squares. There are only 7 objectives, in this case medical supplies, on the table so only 1 player can win!! Each player has 4 rubble tiles located along their deployment zone which are considered to be objective squares for that player’s force. These are where the medical supplies need to be dropped off after they are picked up by the units on the board. As soon as any player has 4 objectives simultaneously occupying on all 4 tiles wins the scenario. A unit carrying an objective must spend an action to pick up or drop off the medical supplies. Moving onto the objective square with the medical supplies is not enough, and they must be dropped off to be considered as occupying the space. An enemy unit may enter your objective square and steal the medical supplies. Reinforcements for all players start to arrive in Turn 8.

We were looking to create a “must win” scenario. No Turn limit, no victory points, no draw or sudden death, just a cut and dry one person wins and the other person loses scenario. A challenging objective was also very important since we didn’t want the structure to break down and become a typical elimination scenario. But we also wanted some longevity since sometimes the die rolls favor destruction and armies are quickly dwindled down or otherwise crippled. Thus the decision was made that each player gets +20 points starting in Turn 8 to help refresh their forces. It was also decided on that each player receives 1 Tank Trap and 2 Ammo Crates to place as cover, but we spaced that step out in our set-up due to our eagerness to play!

Special Terrain Rules:
  • Forest Tiles:
    Refer to OperationGhostlight for rules on Forest Tiles, but here are the basics:
    • Blocks Line Of Sight, except for a unit occupying the space.
    • Blocks Vehicle Movement
    • No Cover Elements may be placed on this square
    • Provides Soft Cover for Infantry Units.
    • Can be set on fire to become a Forest Fire Tile by Heavy Laser Weapons, Phaser Weapons, and Flame Weapons. See Operation Ghostlight for more details.
      • Forest Fire Tiles block all movement (including jump), block all line of sight, and cannot be occupied by an unit.
  • Rubble Tiles:
    • Provides Soft Cover for Infantry Units.
    • Does not block movement for any Unit.
    • Does not block line of sight for any Unit.
    • Ammo Crates and other Soft Cover elements may be placed on this tile.

Scenario Guidelines:


Map size needs to be 4 tiles by 4 tiles with a large multi-level structure in the middle of the map (minimum size of a single tile, or 9 squares, and a minimum of 2 stories with a roof). The multi-level structure does not have to be “solid” (i.e., part of the structure can be a single story with a roof, where other parts can be 2 or 3 stories high. It was hit by artillery fire, so it doesn’t need to be 1 full piece.). Since the building is heavily damaged and open to the world players may only enter on the building tiles that are physically present. In some instances this means that there is line of sight from the roof to the 1st floor since parts of the second floor are missing altogether. The rules for Jump and Artillery Weapons still apply (i.e., no jumping into the middle of the building through the hole, and no Artillery Strikes unless the payer is on the roof). Players may use normal Terrain Tiles to add a little more stability, if desired. Additional Terrain Tiles may be placed on other portions of the map. 4 to 6 tiles should be sufficient.
  • No Turn Limit
  • Army Points:
    • 350 points for each army
    • Starting in Turn 8 each player will gain an additional 20 points each turn to spend on units to bring in as reinforcements. These points stack with other unspent points so players may choose to wait several turns to buy more expensive units. Units bought with these points must be placed before the player’s final activation.
  • Cover Elements (per army):
    • 1 Tank Trap
    • Tank Traps cannot be placed in the building or on a Forest Tile
    • 2 Ammo Crates
    • Ammo Crates may be placed in the building or on a Forest Tile
    • Cover cannot be placed on the deployment zones or objective tiles.
    • The Rubble Tiles acting as the objective squares will still provide Soft Cover to units that occupy them.
  • There are 7 objectives on the board. These represent the medical supplies that the players are looking for. Each player rolls 3 combat die and the one with the most hits takes 4 of the objectives, and the loser takes 3 of the objectives. The player who won the die roll starts placing the medical on any legal space inside, or on top of, the structure. Objectives may not be adjacent to one another and cannot be placed outside of the structure. Each player has 4 objective squares spaced evenly apart in their deployment zone that are marked with Rubble Terrain, and follow the associated Terrain rules. (4 tile’s wide, so each objective tile should be the center square of each tile along the map edge). The first player to return a single objective to each individual objective square wins the scenario.
  • Rules for objectives (a.k.a. medical supplies):
    • It costs one action to pick up an objective.
    • It costs one action to drop an objective.
    • Only infantry units and Heroes can carry an objective, and any single unit can only carry a single objective at a time.
    • An objective may be dropped at any time, as long as the unit has the required amount of actions.
    • An objective may be picked up from any location, including an opponent’s objective square, but cannot be taken from a unit that is carrying an objective.
    • An objective square may only have a single objective placed on it at any given time.
    • If a unit carrying an objective is eliminated, the objective is dropped on that square, is considered to be occupying said square, and available to pick up.
  • Attacker:
    • Retrieve 4 the medical supplies (objectives) and return one to each of the 4 objective squares!
  • Defender:
    • Retrieve 4 the medical supplies (objectives) and return one to each of the 4 objective squares!
  • Points & Victory:
    • There are only 7 objectives and the first player to retrieve and drop off an objective on all 4 objective squares will win the engagement.
      • A player will not automatically win by eliminating their opponent. Reinforcements will always arrive on Turn 8, so the players are in the game until one player fulfills the requirements of the objective.
    • Victory Points do not aid in determining a winner of the engagement. Players may record Victory Points if they are needed for part of a larger campaign or league play.



Justin v. Christian
  • Attacker:
    Justin – Allies:
    350 points
    Action Jackson –
    Johnny One-Eye – OZZ-177 – Rhino – BBQ Squad – Crack Shots – Grim Reapers – Grim Reapers – Recon Boys – Recon Boys – The Boss – Pounder – Rattler 
  • Defender:
    Christian – Axis: 350pointsLara – Manfred – Markus – Axis Gorillas – Axis Zombies – Beobachter – Heavy Laser Grenadiers – Kommandotrupp – Sniper Grenadiers – Sniper Grenadiers – Sturmpioniere – Lothar – Ludwig – Ludwig
  • Turn 1:
    Basic Deployment with both sides charging their units up to the building and trying to keep the lanes of fire across the board clear.



  • Turn 2:
    The Allies moved into a few objective squares, as did Markus and his Axis Gorillas. Some action was exchanged between Manfred’ Sturmpionieres and Rhino’s Hammers. The Allied forces underperformed and took some major hits. OZZ and his Grim Reapers were also able to move into position and cause Markus to suffer some wounds. The Axis Zombies pick up a medical supply objective.



  • Turn 3:
    Rhino and his Hammers were able to harass Manfred and his Sturmpioniere’s before being eliminated. Markus and his Gorillas made an attempt to flee with their objective, but were ultimately cut down by Action Jackson and his Red Devils. A Ludwig and the Pounder traded blows, but the 8.8 cm guns proved too powerful and eliminated the Allied Walker. Johnny and his BBQ Squad pick up some medical supplies and head back towards one of their objectives, while OZZ and his Grim Reapers secure more medical supplies.


  • Turn 4:
    Both Allied units carrying medical supplies make a run for their objective squares. The Axis Zombies successfully reach an objective square and drop off the medical supplies they were carrying. The Recon Boys pick-up a third objective of medical supplies, while Lara and Manfred both move to pick-up more medical supplies. The other unit of Recon Boys move to position themselves to fire upon Manfred and his Sturmpioniere’s. The Allies lost their Crack Shots when they were unable to get a secure position to fire upon the Beobachters. 




  • Turn 5:
    The Allied units were able to drop off medical supplies on 2 of their objectives. Lara and her Heavy Laser Grenadiers reached their objective square, but no with enough actions remaining to drop the objective. The Sturmpioniere’s were eliminated by fire from the same unit of Recon Boys, but Manfred was still alive and kicking with one health point and was still carrying the medical supplies. The Grim Reapers fell to indirect fire from the Axis Lothar.




  • Turn 6:
    Lara and her Heavy Laser Grenadiers dropped off their medical supplies in an objective square. An Axis Ludwig was moving to flank the Allied player, and succeeded in eliminating the Allied Rattler. In response many of the Allied units were moved along the edge of the structure to prevent fire from the Ludwig and indirect artillery fire form the Lothar. The Allied units were able to finish off a unit of Sniper Grenadiers, but Action Jackson and his Red Devils fell to the Axis Zombies, who were making their way to a 4th objective. Manfred made his way toward another objective square. The second unit of Sniper Grenadiers were able to get into position to start harassing the Recon Boys carrying medical supplies.


  • Turn 7:
    The Allies used their Command Squad ability Field Repair to bring the Pounder back into the game and eliminate the flanking Axis Ludwig. Johnny and his BBQ Squad made short work of the Beocachters before falling to direct fire from the Lothar. The Axis Zombies picked up the last objective of medical supplies. At this point a unit of Recon Boys are trying to get to an objective square, but are threatened with fire form the remaining Ludwig and Lothar, as well as taking fire from Sniper Grenadiers. Manfred is still making his way to an objective square.



  • Turn 8:
    The Recon Boys were able to score eliminate the first unit of Axis Sniper Grenadiers. The other unit of Recon Boys was still unable to navigate the open space to reach their objective square and drop off their medical supplies, but they were able to eliminate the Sniper Grenadier threat. The Axis brought back their fallen Ludwig with the Field Repair ability and destroyed the recently revived Pounder. OZZ made a suicide move with his Heroic Attack to position himself to destroy the Kommandotrupp and any other units he could. The Axis used their points to bring in more Beobacthers and Sniper Grenadiers.



  • Turn 9:
    The start of this Turn saw the Allies win initiative and have OZZ cause a measly 2 wounds on the Kommandotrupp before falling to the Axis units. Manfred was finally able to reach an objective square and drop off his medical supplies, while the Axis Zombies came just one square shy of the final objective square. The Recon Boys were still too scared to make the run to the objective square with their medical supplies. The Allies used the 20 points form Turn 8 and 20 points from Turn 9 to bring a Rattler back into play to try and stop the Axis Zombies from reaching their destination. The Axis brought more Sniper Grenadiers into play.



  • Turn 10:
    The Allies took the initiative and moved the Rattler into position and eliminated the Axis Zombies who dropped their medical supplies! However the Sniper Grenadiers were in prime position to pick-up the medical supplies, and with a reactivation from the Kommandotrupp, were able to reach the 4th objective and drop off their medical supplies to secure an Axis victory!



  • Victor: Christian – Axis
  • Victory Points: 
    • Justin – Attacker: 167 points 
    • Christian – Defender: 324 points
What a terrific game! This was a blast to play and I have to thank my opponent, Christian Honetschlager, for conceiving of such a great scenario. I can see a lot of potential in this scenario and look forward to further play-testing.


The Allies came very close to taking this game early. Rhino and his unit of Hammers performed a Sustained Berserk Attack on Manfred and his Sturmpionieres only to score a grand total of 3 hits!! Had the dice followed the statistical average the Axis unit would have been quickly eliminated and the Allies would have been holding 4 objectives by Turn 4.


Manfred definitely gains the MVP award for this scenario. Surviving a Sustained Berserk Attack, fire from Action Jackson and his Red Devils Phaser Weapons, attacks from the Recon Boys, and managed to walk the objective from the roof all the way down to one of the farthest objective squares. The Axis Zombies did a great job of securing 2 different medical supply objectives and were definitely key for the Axis gaining a victory.


What are some things I can try in the next Play-test? 
  • Reinforcements arrive earlier than Turn 8. Maybe Turn 6 would be a good alternative.
  • Tank Traps and Ammo Crates are definitely needed to help units move around the board and block infantry Line Of Sight. 
  • More objectives to help speed up the scenario. Maybe 9 objectives in total.
More importantly, what do you think? Try this scenario out with your local gaming group and email us your results at pdxdusttactics@yahoo.com. What changes would you make? What do you like and what would you like to see changed?


Stay tuned for more scenarios that we are currently Play-testing and other announcements.  Good Gaming!!

          AMBUSH!!! Play-test 1        

AMBUSH!
Play-test Part 1.

Date of Play: 07-07-2012

Your intelligence network has discovered the movement of an enemy platoon, but you must act quickly and travel fast to reach them in time and set up an ambush! Prevent as many units as possible from escaping the ambush until your reinforcements arrive.

What is the point of this game? The point is for the Attacker to eliminate as many enemy units as possible, and the Defender needs to escape as many of their units as possible before more Allied units join the party! The Defender’s forces are spread out and the remaining units will come onto the board in later turns.

The Rules and points were designed to keep the Attacking force light, but still capable of packing a punch. Also, the Attacking force has a great element of surprise that has the potential for creating a great deal of damage early on in the game. To combat this advantage the Defender will have a gradual deployment in the first 4 to 5 Turns (depending on the size of the army) which allow them to keep from getting annihilated in the first couple turns, and gives the Attacker something to think about when they spring the Ambush and expose their units.

Victory Points were the hardest aspect to determine. How does each player score Victory Points? Does the Defender get any points for kills (full or half)? Does the Attacker get double or single points for each kill, since they are an inferior force? In the end the decision was made to look at the objective of each player to determine how they score Victory Points. Since it is the Attacker’s objective to eliminate enemy units they get full points for each enemy unit they fully eliminate. The Defender’s objective is to escape, so they get full points for each unit that is able to escape the Ambush. More information will be presented after the battle report regarding the different scoring options and what they would have looked like.

Special Terrain Rules:
  • Forest Tiles:
    • Refer to OperationGhostlight for rules on Forest Tiles, but here are the basics:
      • Blocks Line Of Sight, except for a unit occupying the space.
      • Blocks Vehicle Movement
      • No Cover Elements may be placed on this square
      • Provides Soft Cover for Infantry Units.
      • Can be set on fire to become a Forest Fire Tile by Heavy Laser Weapons, Phaser Weapons, and Flame Weapons. See Operation Ghostlight for more details.
  • Rubble Tiles:
    • Provides Soft Cover for Infantry Units.
    • Does not block movement for any Unit.
    • Does not block line of sight for any Unit.
    • Ammo Crates and other Soft Cover elements may be placed on this tile.


Scenario Guidelines:
  • 8 turn limit (250 points) or 10 turn limit (300 points)
  • Army Points:
    • Attacker: Approximately 70% of Defender’s forces
      • Limited to:
        • Armor 1 & 2 Infantry
        • Armor 1, 2, & 3 Vehicle
        • Maximum of two Armor 2 Heroes.
        • No Aircraft
  • Defender: Approx. 250 – 300
  • Examples:
    • Defender has 250 points in their army. The Attacker’s army should be around 175 points.
    • Defender has 300 points in their army. The Attacker’s army should be around 210 points.
  • Cover:
    • The Attacker places 3 rubble tiles on the road between, but not in, the Defender’s deployment zone and objective squares.
  • Special Rules:
    • Attacker Deploys army in secret before Defender.
    • Defender Deployment:
      • Deploy up to 100 point in Turn 1, however they may not move into the Attackers deployment zone during the first turn.
      • 50 additional points are available to Deploy units in Turn 2 (50 + unused points from Turn 1).
      • 50 additional points are available to Deploy units in Turn 3 (50 + unused points from Turn 1 & 2).
      • 50 additional points are available to Deploy units in Turn 4 (50 + unused points from Turn 1 & 2 & 3).
      • If the Defender has a 300 point army; 50 additional points are available to Deploy units in Turn 5 (50 + unused points from Turn 1 & 2 & 3 & 4).
    • First turn:
      • The Defender deploys units during the first turn. Once the last unit has finished their activation the Attacker shows the Defender his secret placement and then places their army on the board.
      • The Attacker then activates their units as normal, with 2 actions. Once the last unit has finished their activation the round ends and turn 2 begins following normal Dust Tactics game play (roll initiative, and alternate activations, etc…)
  • Attacker:
    • Eliminate as many of the Defender’s units as possible before the end of the last round!!
  • Defender:
    • The goal of the Defender is to “Escape the Ambush” by moving as many units as possible to the objective tiles and off the edge of the map. Moving to the edge is not enough to leave the map. The unit must have enough movement points available to move off the map.
  • Points & Victory:
    • Attacker:
      • Normal points for each enemy unit fully eliminated
    • Defender:
      • Normal points for any units that escape the Ambush
    • Victory Conditions:
      • All rounds are played out in full with one exception; the game immediately ends when the Defender has lost and/or successfully escaped all of their units off the board.
      • Tally all points. Whoever has the most points wins the scenario.
        • Note that it is possible for the Defender to eliminate all Attacking units and still lose if they don’t score enough points.
Justin v. Christian
  • Attacker:
    Justin – Allies: 173 points
    Johnny One-Eye – The Chef – 13 Foxtrot – BBQ Squad –Hell Boys – The Gunners- Blackhawk - Wildfire
  • Defender:
    Christian – Axis: 251 points
    Lara – Markus – Axis Gorillas – Axis Zombies – Heavy Flak Grenadiers – Recon Grenadiers – Sturmpioniere – Heinrich – Heinrich – Luther
Turn 1 saw a little action when The Sturmpioniere’s set fire to a forest, which blocked Johnny and his BBQ Squad from moving into a safe position from which to launch their attack. However, Chef and his Hell Boys were able to move into a great position and fire on the Axis Zombies to eliminate the undead unit. The four flamethrowers rolled 10 hits on the undead unit, whose Damage Resilience only saved against 1 of the hits! The Axis won the second initiative and focused Lara and her Heavy Flak Grenadiers on Chef and his Hell Boys, doing a great amount of Damage. The Luther then placed and followed up with a long ranged attack on Chef and the Hell Boys, while focusing its Kampfzange on the Gunners in the adjacent forest. By the end of Turn 2 the Allies lost Chef and his Hell Boys, the Axis lost its Sturmpioniere unit, and Lara and the Heavy Flak Grenadiers took some heavy damage from Johnny and his BBQ Rangers. Turn 3 saw more Axis Reinforcements as Markus and his Gorillas, the Recon Grenadiers, and both Heinrich’s entered the battle. The Blutkreuz Ape unit Charged in and eliminated the Blackhawk with little effort. Lara and her Heavy Flak Grenadiers fell to Johnny and his BBQ Squad. The Gunner Rangers were not able to fend off attacks from the Luther and fresh Recon Grenadiers. Turn 4 brought no eliminations or escaped units, but Johnny and his BBQ Rangers took charge and rushed the Axis units with little effect as the unit dreadfully underperformed. Turn 5 started with another Axis initiative, which meant a quick end for Johnny and his BBQ Squad at the hands of Markus and his Axis Gorillas. The Axis Gorillas fell in Turn 6 to the Wildfire, but Markus was still alive and kicking with one wound remaining, so he Charged the damage Allied Light Walker to finish it off, and secure safe passage off the board! The Recon Grenadiers were able to make short work of the 13 Foxtrot unit taking cover in the forest. Turns 7 and 8 saw the Axis unopposed, which allowed the remaining units to escape the Ambush with ease.
 


Victor: Justin - Allies

Victory Points:
  • Justin – Attacker: 128 points 
  • Christian – Defender: 122 points
What an interesting game! Overall the Play-test went much better than anticipated. The biggest concern at the end of the game was to look at the points and identify the different options available for scoring. The decision was made that only full enemy kills would count for the Attacker, and escaping the Ambush would count for the Defender. This left a 6 point difference at the end of the game. Very close! Other ideas were to give the Attacker double points for full unit kills, while the Defender would get half points for full unit kills and full points for each unit that escaped the Ambush. This would have resulted in the Attacker scoring 256 points and the Defender scoring 209 points. Another idea was to just count kills for each side. The Attacker would have stayed the same at 128 points, where the Defender would have scored roughly 173 points. With the 3 different examples of scoring we felt confident we choose the correct method of scoring by sticking to each unit’s objective. This setup was just for the first round of Play-testing. The next round will definitely see a few modifications to the structure of the scenario, with a possibility on changing the scoring system.

What are some things I can try in the next Play-test?

Have an objective. Defender chooses 1 unit as the objective. That unit will reward Double its value in Victory Points. The Defender will get the points if they are able to escape the unit. The Attacker will get the points if they are able to destroy the unit. No points if the unit is not destroyed or does not escape.

Maybe a small structure could assist with the ambush? Grim Reapers and a well-placed Sniper could do a lot of damage… A well placed Light Walker in a small garage brings many options to the table. It could also make for a great distraction.

Only 2 x 3 for the Defender Deployment Zone. A slight increase in the challenge of escaping the map.

Perhaps Attacking units in cover or not in L.O.S. are not revealed until:
  • The Attacker activates the unit and takes any actions other than “Nothing”. 
  • The Defender places a unit in an adjacent square. 
    • Could eliminate the need for the rule that the Defender cannot enter the Attacker’s Deployment Zone on the 1st Turn. 
    • If the Defender’s movement would end in the hidden units square, resolve a single close combat engagement and place the Defending unit in the adjacent square that follows its movement. If that square is occupied, then any square adjacent to that square is valid for placement. If no adjacent squares are available the unit is eliminated.

More importantly, what do you think? Try this scenario out with your local gaming group and email us your results at pdxdusttactics@yahoo.com. What changes would you make? What do you like and what would you like to see changed? 

Stay tuned for more scenarios that we are currently Play-testing and other announcements.  Good Gaming!!

          Nikos Deja Vu - New RA2-Yuri's Revenge: A summer BONUS - Six (6) 2016 Battle Maps for 8 Players!        

Nikos Deja Vu Proudly Presents
Summer 2016 and summer map BONUS!
6 large MAPS for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

I'm very disappointed with you, comrade Vladimir!

Map 1: Amanati 2016
Map 2: Amazonia 2016
Map 3: Angel of Death 2014*
Map 4: Angel of Death 2016
Map 5: Armageddon 2016
Map 6: Assault Thessaly 2016

* Original version with the newest terrain expansion!

WARNING!

These maps weere made with the latest WESTWOOD official terrain expansion set!
If you don't have it inside your RA2 folder,
download it now from here!

★ ★ ★

IN THIS BEAUTIFUL MAP SET YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: Aegean Operations 2016        

Nikos Deja Vu Proudly Presents
"Aegean Operations 2016"
A large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE (8 players)

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: Aftermath 2016        

Nikos Deja Vu Proudly Presents
"Aftermath 2016"
A large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE (8 players)

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: Absolute Extremism 2016        

Nikos Deja Vu Proudly Presents
"Absolute Extremism 2016"
A large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE (8 players)

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: A Lovely City (P8) 2016        

Nikos Deja Vu Proudly Presents
"A Lovely City (P8) 2016"
A large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE (8 players)

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

RELATED VIDEO
The battle of Metz (1944)

Watch More Videos Here

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: 2 Hours 2016        

Nikos Deja Vu Proudly Presents
"2 Hours 2016"
A large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE (8 players)

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

RELATED VIDEO
The Battle of la Drang

Watch More Videos Here

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: A bridge too far 2016        

Nikos Deja Vu Proudly Presents
"A bridge too far 2016"
A very large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

RELATED VIDEO
Operation Market Garden
(A Bridge Too Far)

Watch More Videos Here

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          Nikos Deja Vu - New RA2-Yuri's Revenge Map: Arabia Mayhem 2016        

Nikos Deja Vu Proudly Presents
"Arabia Mayhem 2016"
A large MAP for 8 (2-8) PLAYERS battle!
NEW FIGHTING TECHNIQUES & METHODS
FOR RED ALERT 2 - YURI'S REVENGE

THE BATTLE MAP

WARNING!

This map is made with the latest WESTWOOD official terrain expansion set! If you don't have it inside your RA2 folder, download it now from here!

Map Difficulty
INSANE (8 players)

★ ★ ★

IN THIS BEAUTIFUL MAP YOU'LL HAVE NEW WEAPONS, NEW WAR TECHNIQUES AND NEW UNITS, AND AS ALWAYS, A VERY DETAILED AND REALISTIC BATTLEFIELD WITHOUT EXAGGERATIONS :)

How to use this map
(Instructions for Single Player Only)

1. Just UNRAR your download, and copy the *.YRM file(s) inside your RA2 directory (folder).
2. Run YURI.exe -> Single Player -> SKIRMISH
3. Load this map, select difficulty and other rules.
4. Start playing!

RELATED VIDEO
The Fight for Baghdad

Watch More Videos Here

★ ★ ★

A 2016 BONUS!
Resolution Fix for all monitors!
for Red Alert 2 & RA2 Yuri's Revenge only!
Download it now from HERE

★ ★ ★ ★ ★

More:
1. MIG-35 FULCRUM FIGHTER JET
2. NEW MIG BOMBER
3. SIEGE CHOPPERS NOW CAN FIRE WITH NEW MISSILE WEAPONS AND NEW MACHINEGUNS!
4. THE HIND CHOPPER (Hind Transport) IS FLYING AND SHOOTING PERFECTLY WITH A NEW CANNON
5. 
LEOPARD 2A7 (HEL)

6. The APACHE LONGBOW (Harpy) CAN BE USED FROM ALL HOUSES
7. VLADIMIR's DREADNOUGHT (Command Ship) AVAILABLE FOR ALL HOUSES (with AA missiles)

Even More...
1. Soviets and Yuri forces can create Airforce Command Headquarters now!
2. All forces can create 5 types of aircraft & helicopter units, including MIG-35 and Apache!
3. The Rocketeers can use new laser weapons!
4. Siege Choppers can fire air-to-surface and air-to-air missiles!
5. More buildings can HEAL your units and your infantry!
6. FLINT WESTWOOD's cameo is missing from the INFANTRY TAB (RA2-YR version 1.001) but is working perfectly when selected.
7. Sammy Stallion, Arnie Frankenfurter and Vladmir (Mad Vlad) icons have changed in the Infantry TAB (RA2-YR version 1.001)
8. Some other, aesthetic only, changes occured after Westwood's latest game patch, but don't worry, everything is working perfectly!

DOWNLOAD THIS MAP


WARNING
DO NOT USE ANY MOD
You won't need it :)

If you already have patched your original RA2 game with any MOD(s) you can easily remove them using the "CleanUpTool" from the WESTWOOD FTP, from EA FTP, or from my site.
To play, correctly, my maps, use the original RA2 - YR game set, without any INI files, or your game will stick and/or will crush, always...
If you ever need special information, on the map code, don't hesitate to leave a message here :)

A SPECIAL NOTE

No No! I don't use MOD or extra CAMEOS for all those maps I've created! There's just some of my fantastic RA code inside the map(s)!
I always use the official Westwood game set, and my ..magic! So.. USE MY MAPS AND YOUR GAME WILL NEVER STICK!
Why? Because I triple test them, for my pleasure first of all :)


NEW : ALL IN ONE MUSIC PACK
For Red Alert 2 Yuri's Revenge Only!

Play 100+ music tracks by Frank Klepacki from all WESTWOOD (and not only) GAMES along with your RA2-YR. Extreme sound quality, far better than the originals!

Read what and how
Click Here

Enjoy and stay tuned: More maps are coming!

Nikos Deja Vu
n1999k.blogspot.com


          US-“Laser Weapon System“ (LaWS): Heiße Luft        
Seit einigen Tagen berichten verschiedene Medien über das neue US-Laserwaffensystem ''LaWS'' und erwecken den Eindruck, dass dieses System die Welt revolutioniere. Nun stellt also die US-Marine einen Laser vor und beschädigt sogar eine Drohne im Flug stark genug, dass diese ins Trudeln gerät und abstürzt.
          Future Military Directed Energy Weapons Systems Symposium        
The Future Military Directed Energy Weapon Systems and the Lethal and Non-lethal DEW market are experiencing an advanced rate of growth due to increasing defense budgets and technological innovation. Defense prime contractors are working in support with military forces to develop effective weapon systems. The changing nature of warfare in the current era and the increasing demand for laser weapons are some of the major reasons driving the directed energy weapons market forward. High Energy Las...
          Edgar Cayce’s Unique Vision of the Antarctica Atlantis Connection Revealed        
Dark Journalist Daniel Liszt and Dr. Joseph Farrell analyzing the strange history and the recent peculiar happenings around the mysterious icy continent of Antarctica.


The possibility that Antarctica once formed a part of Atlantis in ancient times is explored, along with the idea that a pole shift took place 12,000 years ago and may be responsible for its current position on the globe.

Edgar Cayce’s unique vision of the enigmatic Atlantean ‘Mighty, Terrible Fire Crystal’ or 'Tuaoi Stone’ which powered the lost civilization is theorized as being the cause for the destruction and inundation of Atlantis.

Cayce’s High Technology Version of Atlantis.

While many esoteric traditions embrace the concept of a root culture that rose to great heights and destroyed itself, Cayce’s unique version of Atlantis had them located on the heart of the Atlantic Ocean and fully equipped with Advanced Technology, Flying Ships, Solar Power Stations, Laser Weapons, and Age Rejuvenation Centers.

He saw two major groups vying for power: the Sons of the Law of One, a spiritually advanced race of psychic avatars, and the Sons of Belial, a powerful group of black magic sorcerers and shadowy engineers.

The war between these two groups actually set off volcano activity due to misuse of the Fire Crystals and was responsible for splitting the continent into three islands between Florida on one side and Spain on the other.

Eventually the advanced members of the Law of One group survived founded the Ancient Egyptian and Mayan civilizations and were responsible for the cultural pyramid building as a way to preserve their ancestral memory.

With the latest happenings and developments that Dr. Farrell has been tracking since last year, is it possible a small part of this Atlantean group also went to Antarctica?

 

          Alex Jones - 2017-Jul-31, Monday        
Monday, July 31, 2017: Chess Pieces of War - The US, Russia and China are readying their military assets for a potential conflict with North Korea. Russia in particular is planning laser weapons for its next generation of jet fighters. We also look into breaking developments at home, and we speak to Antonio Sabato Jr., an Italian actor and model running for Congress as well as Joy Villa, the well-known pro-Trump musician. Tune in!
          WATCH: U.S. Navy’s New Laser Weapon in Action – Photos and Video        

The U.S. Navy has achieved a historic milestone with a cutting-edge new laser weapon system that can destroy targets for less than $1 per shot.

The post WATCH: U.S. Navy’s New Laser Weapon in Action – Photos and Video appeared first on gCaptain.


          "The Ray is For Killing"        
"THE RAY IS FOR KILLING"AIRED: NOVEMBER 11, 1966John and Jim are excited to be talking about this episode as it's another high concept episode that manages to work in the Hornet's usual angle of getting inside the criminal organization for a "piece of the action".  A group of thieves have stolen a cache of artwork which they wish to ransom.  They have everyone at bay though because they carry with them a powerful laser weapon.  While Britt negotiates for the release, the Hornet goes inside to
          Severe weather, laser weapons and the end of Ontario’s bizarre prohibition on 3-litre milk containers        
Some news stories worth watching.
          TESTING THE WORLD’S FIRST LASER WEAPON        
The LaWS, an acronym for Laser Weapons System, is not science fiction. It is not experimental. It is deployed on board the USS Ponce amphibious transport ship. It was deployed last July 18, 2017 Tuesday. U.S. Navy Tests World’s First Laser Weapons System the U.S. Navy recently tested the world’s first-ever active laser weapons system, […]
          Laser pistols, coming to a battlefield near you. They’re already on test jets for the Navy and Air Force, as well as large cargo and Navy ships navigating known pirating areas.        
August 15, 2013 Fox News by Allison Barrie The military aims to turn lasers weapons from science fiction into reality for everything from space platforms to Humvees. “RELI” is the Department of Defense’s relatively new Robust Electric Laser Initiative, which is meant to create next-generation lightweight, compact laser weapons. Weaponized lasers will bring nearly instant, … Continue reading
          New Military Lasers Could Heat Earth's Atmosphere And Create A Giant Surveillance Lens In The Sky        

By Nicholas West

One thing that can safely be said about the military-industrial complex is that they are never short of ideas. Often outlandish and costly ideas, but they do offer up a continuous stream of mind-melting possibilities. Case in point: heating the Earth’s atmosphere with lasers to create a â€œgiant magnifying glass” for enhanced surveillance.
One of the more recent military trends is the development (and imminent implementation) of lasers and electronic warfare. The concept has appeared in new proposals for drones and anti-drones that utilize the electromagnetic spectrum for “death ray” weapons like the Falcon Shield and the High Energy Laser system.
Now, scientists at BAE Systems, one of the largest defense contractors in the world, is looking to combine the use of lasers and advanced optics to literally manipulate the atmosphere into becoming both a surveillance device and a “deflector shield” to protect against the laser weapons of the future. The system is called Laser Developed Atmospheric Lens (LDAL).
This is the nature of military conflict and one of the prime reasons why the world seems to have new security threats each and every day. As new weapons are developed, nations respond … then new weapons need to be developed. It is one endless problem-reaction-solution loop that only serves to benefit those who are invested in each of the three components. At the very end, of course, are the citizens of the Earth who are left to absorb the fallout of pervasive surveillance and an ever expanding military presence in their lives.

BAE sets their timeline for this system along a 50-year trajectory; but, according to them, their plan draws upon currently accepted science.
It works by simulating naturally occurring phenomena and temporarily – and reversibly – changes the Earth’s atmosphere into lens-like structures to magnify or change the path of electromagnetic waves such as light and radio signals.
LDAL is a complex and innovative concept that copies two existing effects in nature; the reflective properties of the ionosphere and desert mirages. The ionosphere occurs at a very high altitude and is a naturally occurring layer of the Earth’s atmosphere which can be reflective to radio waves – for example it results in listeners being able to tune in to radio stations that are many thousands of miles away. The radio signals bounce off the ionosphere allowing them to travel very long distances through the air and over the Earth’s surface. The desert mirage provides the illusion of a distant lake in the hot desert. This is because the light from the blue sky is ‘bent’ or refracted by the hot air near the surface and into the vision of the person looking into the distance.
LDAL simulates both of these effects by using a high pulsed power laser system and exploiting a physics phenomena called the ‘Kerr Effect’ to temporarily ionise or heat a small region of atmosphere in a structured way. Mirrors, glass lenses, and structures like Fresnel zone plates could all be replicated using the atmosphere, allowing the physics of refraction, reflection, and diffraction to be exploited.
This type of atmospheric tinkering, particularly heating the ionosophere, conjures up the controversial study/use of HAARP, as well as projects like Blue Beam that reportedly would make use of holographic projections to simulate a range of visible events.
One can only speculate as to whether or not this technology will ever become reality, but it is a guarantee that military mad scientists will be working on it.
View their video below in order to better understand the concept.
Hat Tip: Technocracy.News
Nicholas West writes for ActivistPost.com. This article can be freely republished in part or in full with author attribution and source link.

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          US-“Laser Weapon System“ (LaWS): Heiße Luft        
Seit einigen Tagen berichten verschiedene Medien über das neue US-Laserwaffensystem “LaWS“ und erwecken den Eindruck, dass dieses System die Welt revolutioniere. Bereits im März 2017 machten Berichte über eine an Bord einer Herkules der US-Luftwaffe angebrachte “Laserplattform“ im Netz die Runde, wobei auch hier über die für den Einsatz völlig unausgereifte Technik diskutiert wurde. Wie […]
          Re: A Finland Alien Invasion war - RPG        

( Fine then, a small mountain wink )

They disem-barked and loaded their weapons.

Erik put his Machine back in the Helicopter and a few boxes of ammo.

" What are you doing? " Eero asked.

" I'm putting a weapon back in case we run out of weapons. " Erik replied.

He pulled out his bazooka and loaded 3 more shots into it. Perfect! he thought. 8 shots! It was full!

They trudged up the small mountain side.............

ZaP! zAp! PoW! pOw! ZAP!

Aliens came and fired their laser weapons.....................

" S***! " cursed Matt.......................................................................


          Dial H for Hubert Hess (End of a Story Arc)        
FINALLY, an end to the Silhouette story arc, a villain skulking in the background of what were already very short stories. It comes with a plot about a reclusive millionaire for whom Chris King's dad is insuring private security despite having a full plate at the police station... It's not the best use of Dial H's low page count.

And what's the deal with not advertising the feature on the cover, New Adventures?! Unusually, issues 41 and 42 lack any notice of the book's biggest selling point. Hmf.

Case 48: New Adventures of Superboy #41
Dial Holders: Chris and Vicki
Dial Type: Watch and Pendant Dials
Dialing: While it may seem like the Dials give you exactly what you need (in Glassman), it could also just be a crap shoot (Ms. Muscle is vulnerable to the villain's powers in the opposite way).
Name: Glassman (simple, classic, not quite iconic)
Created by: Joe Maisog, of Lutherville, MD
Costume: Just trunks, but his distinctive look stems from his being made of white polished glass. Feels like he should be more transparent though, especially given the powers.
Powers: Glassman is literally made of shatter-proof glass, which allows laser weapons, for example, to pass right through him. He can also use his body to focus light to the point where he can melt holes into floors. He casts no shadow, and can fly.
Sighted: In Fairfax, saving millionaire Hubert Hess from the Silhouette.
Possibilities: Some words in front of -man make for great characters (Superman, Spider-Man, Plastic Man). A lot of the time, it's about how it sounds. But there's a danger to using any word. While it creates an instant "superhero", it can come across as silly or disposable or like a mascot for a local store. "Glassman" fall in the latter category, and I imagine him getting shattered in the opening chapter of a story that puts a mort like Sonar back on the map.
Integration Quotient: 15% (his disposability works for and against him)
Name: Ms. Muscle (alliterative, not sexist, it works)
Created by: Famous letter hack Delmo Walters Jr., of the Bronx, NY
Costume: Showing off her guns, the red and blue bustier comes together better, I think, because of the H Dial pendant. The muscle belt with an M on it completes the picture. But I can't shake the feeling she's stuck in a Foldee with Ray Palmer.
Powers: Ms. Muscle is, you guessed it, super-strong. Her powerful legs allow her to jump great distances.
Sighted: In Fairfax, trying to save millionaire Hubert Hess from the Silhouette, but succumbing to his power; her "shadow" fights and is defeated by Glassman.
Possibilities: The Marvel Universe has a couple of super-powered wrestling leagues, DC should too. And Ms. Muscle could be a headliner in a series built around the idea, which I think would be really fun!
Integration Quotient: 75% (if there are superhero rock stars with their own series, why not a wrestler?)
 
Bonus Supervillains

Name: The Silhouette (a good shadowy name for a behind the scenes villain)
Created by: Ty Preston Norling, of Conroe, TX (he must've felt lucky to see his creation used as an arc villain over six issues)
Costume: A bald, pitch black shadowy figure, he wears a toga with a red clasp and belt. It's pretty bright, so I guess he doesn't care about his natural gift for stealth.
Powers: He uses a box about the size and shape of a small drawer to release a person's shadow self and suck the original into the "Shadow Box". The copy looks and sounds exactly like the original except that it doesn't have its own shadow, and is under the Silhouette's control.
Sighted: In and near Fairfax, using stooges to get close to millionaire Hubert Hess to gain control of his wealth. Among his victims, we find detective King (Chris' father), and Vicki Grant as Ms. Muscle.
Possibilities: No origin story for the Silhouette, but since he LOOKS like a shadow, I'd like to think he's a product of the Shadow Box, congealed from the souls of the taken, which hints at ancient (greco-roman?) origins. That might make him Wonder Woman's problem, and a duplicitous body snatcher would be a fair opponent for an Ambassador of Peace like Diana.
Integration Quotient: 90% (masterminds are easy to integrate, and his gimmick has strong enough legs)
Name: The Oddballs (somewhat silly, but still a waste to use it for doo-dads)
Created by: Bill Mimbu, of Bellevue, WA
Look: Floating metal spheres slightly bigger than a basketball, with one or two gun arms sticking out. Simple, but unremarkable.
Powers: The non-sentient flying spheres fire laser blasts at opponents.
Sighted: At the Hess mansion, serving as house security.
Possibilities: While they belong to a single person here, a contractor could sell them to someone more prominent, say S.T.A.R. Labs or Cadmus.
Integration Quotient: 20% (while easily included in other stories, one doubts they would become iconic mainstays)

Next: One more short story before we dive into the Master's endgame.
          UFO FYI WTF: 1947- The Maury Island Charade        
SOURCES:
Wikipedia
UFO Casebook
UFOs at Close Sight
How Stuff Works
UFOs Northwest: http://www.ufosnw.com/history.htm

This incident actually happened before the Kenneth Arnold sighting, but was not as well known to the media. (The incident was said to have occurred on June 21, 1947.) The incident happened at Maury Island (near Seattle, Washington) and involved a sighting by Harold A. Dahl who saw six donut shaped ufos. Dahl took a few photos of the UFOs, and then one appeared to explode and then ejected some materials which dropped into the Puget Sound. Dahl said that the debris killed his dog and injured his son resulting a trip to the hospital. Dahl reported the sighting to his supervisor Fred Crisman. Dahl collected some of the debris and mailed it to Chicago publisher Raymond Palmer. Palmer subsequently called Kenneth Arnold and asked him to investigate the sighting. Arnold flew to Tacoma from Boise to investigate the sighting in late July, 1947. The investigation was inconclusive and thought to be a hoax. However, later investigators have shown that the sighting may not have been a hoax. This was compounded by the fact that it was later learned that Fred Crisman was actually a CIA agent. Air Force Officers later arrived via A B25 aircraft to the study the incident. The Air Force officers picked up some of the debris, but the B25 crashed on their way back from McChord Air Force Base to Hamilton Field.

Suggested readings/Resources:

1. "Maury Island UFO: The Crisman Conspiracy" by Kenn Thomas.
2. Detailed Maury Island Incident Report

3.
"Coming of The Saucers" by Kenneth Arnold and Raymond Palmer
4. Seattle Museum of Mysteries Press Release on B25 Crash. (April 17, 2007)
5. Seattle Post-Intelligencer Article. (April 26, 2007)
UFO Crash Debris Recovered From B25 Likely Meteor or Lava Rock (PDF)
6. Vashon-Maury Island Beachcomber (June 20, 2007)
Maury Island Incident Revisited 60 Years Later. The Mystery Lingers.


The Maury Island Incident is said to be an early modern UFO encounter incident, which allegedly took place in June 1947, three days before the famous sighting by Kenneth Arnold, widely considered the original encounter with flying saucers. It is also one of the earliest reported instances of an alleged encounter with so-called Men in Black. Opinions remain divided on whether the case was a genuine flying saucer sighting, a hoax or an attempt to cover up the leak of an advanced, classified aerospace project.

The story surfaced from Ray Palmer (editor of Amazing Stories), regarding a man called Fred Crisman who claimed to have actual physical evidence of a flying saucer, July 31, 1947. Palmer passed the story onto Kenneth Arnold, who was investigating UFO reports in the Northwest.

The incident took place shortly after June 21, 1947. On that date, seaman Harold A. Dahl, out scavenging for drifting logs, claimed to have seen six UFOs near Maury Island (which is now a peninsula of Vashon Island, in Puget Sound, near Tacoma, Washington, United States; Maury Island is located directly across a narrow section of Puget Sound from Sea-Tac International Airport and Boeing Field). Dahl, his son Charles, an unnamed hand and Dahl's dog were on the boat. Dahl reported seeing four, five or six (the initial FBI report says four or five) "doughnut-shaped objects" flying in formation over the area where his boat was. He said he could see blue sky through the holes in the center of the discs, and that there appeared to be port holes lining the inside of the ring. One of the craft appeared to be malfunctioning, Dahl reported, and another craft edged up to it, then retreated. At this point the troubled craft began ejecting objects through the inner port holes. Slag-like material began hitting the boat and damaged the windshield, the wheel house and a light fixture, and killed his dog on the deck. He said his son was also slightly injured by falling debris. Dahl claimed to have taken a number of photographs of the UFOs, and recovered some type of slag ejected from the craft that malfunctioned.

Dahl also recovered samples of sheaves of lightweight white sheets of metal that fluttered like "newspapers" out from the inner ring of the troubled UFO to the ground. The next morning, Dahl reported, a man arrived at his home and invited him to breakfast at a nearby diner; Dahl accepted the invitation. He described the man as wearing a black suit and driving a new 1947 Buick; Dahl assumed he was a military or government representative. Dahl claimed the man told him details of the UFO sighting while they ate, though Dahl had not related his account publicly. The man also allegedly gave Dahl a non-specific warning which Dahl took as a threat that his family might be harmed if he related details of the sighting.

In spite of the threat Dahl had reported the incident to his employee at his sawmill operation, Fred Crisman, who had long claimed to have experience with unusual phenomena (and who was later alleged to be linked to the John F. Kennedy assassination) and who also was the owner of the boat Dahl used, or co-owner with Dahl. Crisman and Dahl also had a joint-venture to retrieve drifting logs from the Puget Sound as a source of raw lumber. Crisman sailed to the island the following day and said he spotted a craft briefly, but it went behind a cloud. He gathered more of the slag which he found littering the beach area. He then sent a sample to Chicago with a request it be tested. According to the FBI report, Crisman either sent it to Ray Palmer, science fiction writer and editor of Amazing Science Fiction, or sent it to a friend at the University of Chicago who failed to identify the material and then sent it on to Ray Palmer. While the "rock formation" was being passed around in Chicago, the famous sighting by Kenneth Arnold took place at Mount Rainier in Washington State. Palmer contacted Arnold and asked him to investigate the incident for the story Arnold was writing for one of Palmer's publications.

Arnold interviewed Crisman an his associate Harold Dahl who claimed they were harbour patrolmen (their first lie). Crisman reported that they had seen a doughnut-shaped craft dump piles of slaglike material on the beach of Maury Island in Puget Sound. The next morning a mysterious man in black had threatened Dahl, who claimed the man said 'I know a great deal more about this experience of yours than you will want to believe.' During the meetings over several days, an unknown person (the FBI agent who wrote up the main report on the incident believed Crisman was the most likely suspect) began leaking details of the UFO sighting at Maury Island, the meeting in the hotel room and details of the conversation there to reporters at the Tacoma Times and at United Press, the latter reporter also working for Tacoma News Tribune.

The 2 men showed Arnold the material who in turn contacted an Army Air Force intelligence officer, Lieutenant Frank Brown, who flew up from Hamilton Field in California in the company of another Air Force officer. The 2 Air Force officers immediately recognised the material as ordinary aluminium but did not say so in front of Arnold due to the fact that he would feel embarrassed. While flying back to Hamilton, their B-25 caught fire and crashed, killing both officers. Crisman and Dahl later confessed to investigators that they had made up the story.



Before his death Crisman changed the Maury Incident story to that of an American Plane dropping radioactive waste instead of a UFO dropping unknown substances.
(Fred L Crisman was born 1920 in Washington, the only child of Fred Crisman and his wife Eva Pitchers, both from Iowa. His father was a salesman. In the mid-1940s, his name appears in the pages of pulp magazines, reporting on his own Shaver Mystery experiences via letters to the editor, warning of a threat from subterranean-dwelling "Deros," or "detrimental robots." He claimed to have encountered the beings while fighting as a commando in Burma during World War II, and wrote that he sustained injuries from a futuristic laser weapon.)

The plane carrying the two investigators and the slag crashed near Kelso, Washington, shortly after leaving Tacoma, killing both men. In April 2007 it was reported that the crash site had been rediscovered and some material recovered, although the initial military investigation did recover exhibits and remove the bodies. The FBI report notes that investigators from McChord Field near Tacoma had investigated the wreckage and were convinced there was no sabotage involved. The FBI report further mentions that two other people on board the airplane survived by parachuting from the airplane after it lost its left wing and the tail section due to a fire in the left engine. One of the survivors was named as a member of the flight crew and the other was referred to as "a hitch-hiker." The Seattle Post-Intelligencer identified them as Sergeant Elmer L. Taft and Technical Sergeant Woodrow D. Matthews. Initially the Air Force denied the men had been carrying a secret cargo, but in later years admitted that they had been officially investigating the Dahl report.

Crisman alerted Arnold of the crash early the next morning and Dahl and Crisman returned to the hotel to discuss the situation with Arnold. Arnold had invited another person, accidentally identified in the FOI copy of the FBI report as a Mr. Smith of Seattle (probably Captain E. H. Smith (elsewhere E. J. Smith) of United Airlines, identified in the Seattle Post-Intelligencer article under External links below), to Tacoma to attend the UFO conference, and this informant related to the FBI field agent that a Mr. Lantz (elsewhere identified as Paul Lance) of the Tacoma Times contacted Arnold at the hotel and informed him of the leaks, including information that the Army intelligence officers had been shot down in the B-25 airplane over Kelso by 20 mm cannon, and that a Marine airplane whose wreck that had allegedly been found earlier at Mt. Rainier had also been shot down with the same weapon. The anonymous caller claimed knowledge of on-going investigations by military intelligence.

Asked to produce the photographs he had made of the UFOs over Maury Island, Dahl and the group left the hotel and went to Dahl's automobile parked outside. Dahl then claimed the photographs had disappeared from his glove compartment. Initially he had said the photographs didn't turn out and were marred by white spots that appeared on them.

Alarmed by the deaths, Dahl disappeared, although the FBI report mentions his son, allegedly injured by the slag from the malfunctioning UFO, had run away from home to Montana for some reason. The anonymous caller informed the press that one of the two witnesses would shortly be sent to Alaska. Crisman, a WWII veteran, was recalled to service hastily and sent to Alaska (A UFO was spotted northwest of Bethel, Alaska on August 4 by Captain Jack Peck and copilot Vince Daly from a Douglas DC-3 they operated for Al Jones flying service and was reported to the headquarters of the Fourth Air Force in Hamilton, California and the Air Defense Command commander at Mitchell Field in New York.), then posted to Greenland (Thule Air Force Base figures in Milton William Cooper's "Behold a Pale Horse" as a Majestic 12/Operation Majority control terminus). Arnold found himself unable to complete the story for Palmer. Arnold decided to fly home. He stopped for fuel in Pendleton, Oregon, and shortly after taking off again, his engine froze in mid-air. He managed to land the plane safely despite the emergency.

This event took place at the very beginning of the modern phase of UFO sightings, usually connected with Kenneth Arnold's report from Mount Rainier and the Roswell incident. It contains elements that became embedded in UFOlogy until now, including men in black, what appeared to be a government cover up, mysterious disappearance of physical evidence, mysterious disappearances of eye witnisses (Dahl and Crisman), mysterious deaths and inexplicable situations. Was it a hoax? If so, whose? Dahl claimed the mysterious dark man driving the black 1947 Buick who visited him retold the events on the boat as if he had been there, although Dahl himself hadn't related the story publicly at that point. Dahl began denying the story only after the two Army Air intelligence officers died in the B-25 crash. Dahl and Crisman told the FBI investigator they had concocted the story at the urging of Ray Palmer who wanted the mysterious rock formation to have originated on an alien saucer. They claimed to be playing along with Palmer who wanted a story to publish, and yet the FBI agent also notes that Dahl and Crisman were "obviously" not telling all they knew and were attempting to cover something up.

(Crisman next appears in Tacoma in the late 1960s, railing against the city's form of government (i.e. City Manager). He hosted a radio talk show under the pseudonym "Jon Gold," and wrote a self-published book, The Murder of a City, Tacoma. He was appointed by the mayor to serve on the Tacoma Public Library board. During this period, he was subpoenaed by Jim Garrison to testify in the case against Clay Shaw in the John F. Kennedy assassination. When Shaw was arrested, Crisman was the first person he called, apparently. Various conspiracy theories place Crisman on the grassy knoll, possibly as a radio operator, or as one of the three tramps taken into custody near Dealey Plaza. However, a log from Rainier High School where Crisman taught shows no substitute was required for Crisman on the day of the assassination, supporting Crisman's claim that he was teaching. His Grand Jury testimony is now public, and in Murder of a City, Tacoma, Crisman claimed no knowledge of a conspiracy, nor was he called as a witness in the actual trial. Crisman died in 1975.)

From How Stuff Works
http://science.howstuffworks.com/maury-island-incident.htm

From the beginning of the UFO phenomenon, the urge to spin yarns proved irresistible to some. Like weeds in saucerdom's fertile ground, UFO hoaxes, tall tales, rumors, and other silliness sprouted and spread. One of the most notorious -- and successful -- liars, the late Fred L. Crisman, actually bridged the gap between the Shaver mystery and the UFO mystery. Crisman first surfaced in a letter published in the May 1947 issue of Amazing Stories, in which he claimed to have shot his way out of a cave full of deros with a submachine gun. Palmer next heard from him the following July. This time Crisman said he had actual physical evidence of a flying saucer.

Palmer passed the story on to Kenneth Arnold, who was investigating reports in the Pacific Northwest. Arnold interviewed Crisman and an associate, Harold Dahl. The two men showed the material to Arnold. In a state of high excitement Arnold contacted an Army Air Force intelligence officer of his acquaintance, Lt. Frank M. Brown, who quickly flew up from Hamilton Field in California in the company of another officer. The moment they saw the material, their interest in it evaporated: It was ordinary aluminum. Embarrassed for Arnold, the officers left without telling him their conclusions.

While flying back to Hamilton, their B-25 caught fire and crashed, killing both officers. Though Crisman and Dahl subsequently confessed to other Air Force investigators that they had made up the story, the legend would live on for decades afterward. Some writers- including Arnold and Palmer, who wrote a book about the case- hinted that the officers died because they knew too much. But to Capt. Edward Ruppelt of Project Blue Book, the Maury Island incident was the "dirtiest hoax in UFO history." Years later Crisman's name would reemerge in another contentious context. In December 1968, while investigating what he believed to be a high-level conspiracy to murder President John F. Kennedy, New Orleans district attorney Jim Garrison called Crisman to testify before a grand jury. Some early assassination-conspiracy theorists would identify Crisman (falsely) as one of the three mysterious "hoboes" arrested and photographed shortly after the shooting in Dallas. Before his death Crisman was peddling a new, improved, UFO-less version of the Maury Island story. He now claimed that the "truth" involved, not flying doughnuts dropping slag, but something even more dangerous: illegal dumping by military aircraft of radioactive waste into the harbor. Though this tale was no less tall than his earlier one, it has already entered UFO literature as the "solution" to the Maury Island "mystery."

The Man From Tomorrow
By Richard Toronto
http://efanzines.com/EK/eI41/index.htm

John Keel was royally pissed when Raymond A. Palmer’s front door shut abruptly in his face one chilly New Year’s eve in Amherst, Wisconsin. Keel had made the trek to Palmer’s idyllic country farm hoping for an interview. Palmer, known fondly to devoted fans and friends as “Rap,” was editor of Flying Saucers magazine, the first trade zine ever to have the words “flying saucer” in the title. Rap was something of a living legend – or rogue, depending on your point of view – as a publisher of pulp science fiction and flying saucer zines. Long story short, Keel went back to his motel that night empty handed. Palmer’s son, also named Ray but with a different middle initial, recalled the long ago incident.

“We used to have New Year’s parties at the house. About 60 to 80 people would come. One year, around seven o’clock at night, just as our guests were arriving, this guy (Keel) comes to the door. He wants to interview my dad. And my dad said ‘Well, we’re having a party and I just don’t have the time.’ Normally my dad would always sit down and talk to somebody. Well this guy got all mad … and he left. Since that time he never wrote a nice thing about dad.” 1

Keel, a former writer for TV, is best known for his speculative UFO books with Fortean overtones. Hollywood even bought movie rights to his book The Mothman Prophesies, casting Richard Gere as John Keel. Though it must be interesting to see Richard Gere being you on the big screen, this has nothing to do with our story.

The cover from an old Shaver Mystery Magazine (Vol. 2 #1, 1948) depicting the Maury Island Saucer scene, but all I have is a Xerox copy, so it leaves something to be desired. Original issues of the SMM are pretty rare.

Some years after the front door incident in Amherst, Keel published a scathing article titled The Man Who Invented Flying Saucers. 2 It concerned a certain science fiction fan who went on to become the editor of a very famous science fiction pulp magazine. The editor eventually warped the minds of readers throughout the land with talk of flying saucers and malevolent entities living inside the Earth. Through these and other clever means the sf editor created a flying saucer mythos that still haunts us on TV “sightings” shows and in scores of Whitney Strieber books.

The editor—purely by accident Keel noted—tapped into the psyches of millions of Americans to implant the shape, source and behavior of flying saucers—simply by writing about them. As an added bonus, the editor sold more copies of his sf magazine and got a big fat raise from his boss for doing so. Something called The Shaver Mystery seems to have really ticked Keel off too, and he ranted about that with escalating disdain for several paragraphs.

Air Wonder Stories, April 1930, a pre-RAP flying saucer.

In any case, the article was a hit, if not hit piece, and became source material for other writers who spawned subsequent articles that have transformed the sf editor into a kind of Svengali to mentally disturbed crackpots everywhere, who believe aliens from space control their thoughts. Long story short—if it were not for the sf editor, there would have been no flying saucers as we know them; no abductions, no underground bases, no alien probes, no men in black, and come to think of it, probably no X-Files.

That editor, Keel wrote, was Raymond A. Palmer, the diminutive but spunky host of that New Year’s Eve party in Amherst.

At this point, one might pause to ask just how a pulp science fiction writer could possibly become the cultish leader of millions of gullible … What? Who? Have I ever heard of L. Ron Hubbard?? Jeez. Okay, let’s move on.

To get to the bottom of this alleged plot to invent flying saucers, we should take a closer look at the source of all the hoopla; the man who by his own admission was the world’s first flying saucer investigator. He was a mystic, a libertarian, did not support labor unions and was a foe to what eventually became known as Establishment Thinking. He was a pioneer who fought hard for what he believed in, if, indeed, he believed in anything. And he did. Too much and too little has been said about Ray Palmer, both pro and con and yet he remains an enigma to sf history. After his death in 1977, the bulk of his monumental collection of UFO case files was purchased by CUFOS, the flying saucer research organization founded by Dr. J. Allen Hynek of Illinois University.

Robert Bloch, Raymond Palmer, and Louie Samplner.

Flying saucers were not Rap’s only interest by any means. He was one of the first to bang the drum on the dangers of atomic testing and its debilitating worldwide fallout. He suspected it was altering the weather. He wrote extensively about the Atomic Energy Commission and questioned the charter under which it operated in such articles as “The Truth about Atomic Energy” in Mystic magazine:

“This is an article you should read very carefully,” he warned. “…because it is the most important article you will ever read! …its purpose is to challenge those men (soldiers, politicians and scientists) who have taken the destiny of the world into their hands.” 4

Rap used this kind of rhetoric in all of his crusades. His fiery intensity made it seem important, and he wanted readers to pause and think. Maybe not accept, but at least give it a thought. It was emblematic of Palmer’s “larger social responsibility” as Rap biographer Jim Pobst put it.

“My father’s pet peeve about many people was that they did not think for themselves,” Palmer’s son explained. “He promoted space travel, education, genetic engineering, clean air and water, less destructive pesticides, equal right for the Indians, proper care of animals, a government that protects individual freedoms. This list can go on and on.”

Then again, Rap glommed on to crazes too, “stunts” as he called them. Like the time he discovered the real Jesse James…alive at 101 years old, who gave Rap $10,000 to tell his true life story; or Admiral Byrd’s secret 1947 flight over the North Pole; or the NASA photos he ran in Space World magazine that proved beyond a doubt that the Earth was hollow, with holes at the poles. NASA pulled his press privileges after that.

During Rap’s editorial heyday there was no OMNI or Discovery, so Rap filled that need with tales of scientific discoveries, flights of fancy, and establishment cover-ups.

To figure out exactly what went on in Rap’s world, we must dig deep into the brittle, yellowing pages of 60-year-old pulp magazines.

The Milwaukee Miracle

Palmer was born in Milwaukee in 1910, nothing unusual about that. And for seven years it stayed that way, until finally we see young Rap playing in the street near the family home – with a large milk truck barreling down on him. The truck broke his spine and a spinal disease set in. The accident forever altered the world of science fiction. It is said he had the first spinal graft. His childhood became a series of unsuccessful operations followed by years of recuperation. Several of those years were spent laying face down in a canvas-and-steel-pipe “Bradford frame,” an early 20th century torture device according to Rap.

“I was…able only to move the lower part of my legs, my arms, and my head,” recalled Rap in his memoir.

He grew only a few inches after the accident, and while other kids attended school and whiled away their summers at the local swimming hole, Rap spent his youth in the torture bed, reading books. “At intervals totaling more than five years” he got his education from a tutor sent by the Milwaukee School Board and from books delivered weekly by the Milwaukee Public Library.

He devoured crates of books covering a wide range of subjects, like math, archeology, history, mythology, physics, and the emerging literary genre called science fiction. These were years when Rap dreamed of better things – a fantastic world of tomorrow foreshadowed by the imaginations of science fiction writers.

He also practiced what he called mental healing. This was not “faith” healing, since he believed in neither “fate” nor “faith.” Doctors predicted his imminent demise from time to time, but Rap used his developing mental powers to prove them wrong.

“All during my life, beginning most specifically at age nine when I promised my weeping mother that I wasn’t going to die in 24 hours as the doctor had just assured her, I have had this confidence that I could ‘do things’ I wanted to do…through sheer determination,” said Rap. 5

To hear him tell it, Rap read his first issue of Amazing Stories magazine in 1926, and that same day mailed off his first sf yarn to Hugo Gernsback, Amazing’s editor. When Gernsback replied with a $40 acceptance check, this may have been the moment Rap knew he would become editor of Amazing Stories. After all, Amazing Stories is where the popular science fiction movement began. Or, as Frederik Pohl once said, “In the Beginning there was Hugo Gernsback, and he begat Amazing Stories.”

Rap’s earliest recollections of his fannish past drifted back to 1924, when “…the first SF began to appear in the old Electrical Experimenter.” 6

Rap was what you would call a “true fan”—a fan among fen. In fan-speak of the era he was considered an actifan who never gafiated from fandom’s fold, though he was often considered a fugghead by other fen who started many a fanfeud with him over his editorial policies. 7

He is credited with publishing the first fanzine—The Comet. He started a lending library—The Science Correspondence Club—loaning books to would-be writers in the sf field. He founded the Jules Verne Prize Club in 1933, a short-lived precursor to the Hugo Awards. Members could join for a mere 25¢. And in the early ’30s he was a founding member of a group called the Milwaukee Fictioneers. Robert Bloch, a former member, recalled that it was “…a writers’ workshop before the term was even invented.” 8

As an organizer, editor, and writer, Rap “… worked off enough fannish energies to give him the $100 prize in a Gernsback contest on ‘What I have Done to Advance Science Fiction’,” said long-time sf fan Harry Warner Jr. “He blamed hard work with fandom and science fiction for causing him an eight month stay in a sanatorium.” 9

Raymond F. Palmer playing the starring role on the cover of Amazing Stories.

And so it came to pass that the boy who would not live to see his 10th birthday became editor of Amazing Stories at the age of 28. Thanks to arcane knowledge learned during his Bradford frame days, Rap charted his life’s course early on. “It is as though Life is a blueprint, but a design that you manufacture yourself!” he said. 10

In 1938, the year of his hire at Ziff-Davis—the new owners of Amazing Stories—Rap had been employed as a sheet metal worker for the P.J. Lavies Company, installing aluminum roofs and gutters. He installed furnaces and clothes chutes too, and even kept the company books to boost his meager income. From a dingy rented room he cranked out pulp fiction for sf and adventure magazines, selling occasional work to Shade Publications of Milwaukee. It was “impossible” to make a living writing science fiction, he said.

More than Amazing

Curiously, Rap said his hard work and organizing skills had nothing to do with his hire at Amazing Stories. The real story, the truth, he said, went something like this. One day, he simply quit his job at the P.J. Lavies Company and went home. At the time of the life-altering job offer, Rap was sitting in his tiny room, “having meals delivered and wishing himself a pulp sale.”

As another version of the story goes, his eventual career as an sf writer and editor may have been due in part, at least, to his grandmother. In 1929 she informed him he would never achieve his dream of becoming a writer. As this version goes, Rap immediately sat down and cranked out his first sf yarn, “The Time Ray of Chandra.” It appeared some years later in Gernsback’s June 1930 issue of Wonder Stories. The rest, as they say, is history.

Even if this version (or the previous one for that matter) is a total myth, it’s real enough to fit a pattern. It was a pattern Rap repeated throughout his life, and it went something like this:

Tell Rap that something, anything, is ridiculous, far-fetched, or impossible to accomplish.

Rap then proves you wrong, and has fun doing so.

This was as much a form of entertainment as a symptom of his self-declared war on establishment thinking. And Rap abhorred mainstream thinking…the kind of thinking that has no place in science fiction literature.

Science fiction offered the world he craved, of infinite possibilities, of challenges to accepted thought. And sparking the imaginations of thousands of young sf readers at the time was what was commonly known as space ships. Rap had been reading about them since he was a kid.

Which brings us back to his alleged invention of flying saucers. Did Rap really invent them or was he merely following the footsteps of others who came before?

In 1928, two years after Rap sold “Time Ray of Chandra” to Gernsback, a 40-year-old newspaperman named Philip Francis Nowlan sold his first sf yarn to Amazing Stories-- called “Armageddon 2419 A.D.” It was about a rebel spaceship pilot named Anthony “Buck” Rogers. Buck became the hero of a long-lived comic strip read by generations of youngsters. Rap, too, read the popular strip, that bristled with anti-gravity flying belts and rocket guns.

There were evil aliens, too, Martians, of course, who sent their saucer-like craft to Earth to kidnap human specimens (that is SO 1930s—today we say “abduct” human specimens). To combat this evil Martian threat, Buck built the world’s first interplanetary space ship, and declared, “Roaring rockets! We’ll show these Martians who’s who in the solar system!” 14

The Ziff-Davis Years

“I don’t believe the literal ‘truth’ can ever be known—we can only appropriate truth in the framework of our capability of understanding.”—Rap

With the reins at Amazing Stories firmly in hand, Rap galloped off at breakneck speed publishing tales of space ships, BEMs, beautiful babes in stylish space suits, ray mech, and aliens. Newsstand sales soared. To hear Rap tell it, sales went from his first issue of 75,000 copies to 93,000 by the second, and within a year Amazing was selling 185,000 copies per month (or 250,000 depending on who’s telling the story). Though he enjoyed telling and re-telling the story of these legendary circulation figures, its numbers varied widely; depending on which publication and year he told the story.

The same year Rap was assuming editorial control at Amazing, Orson Welles’ Mercury Theater panicked thousands of radio listeners on Halloween night after convincing them Martians had landed in New Jersey and were coming to get them. Just months before Welles’ legendary broadcast, Rap’s editorial in Amazing Stories went like this:

“We wonder if after all, if earth hasn’t been visited by beings from other planets? What were the ships, with tails of fire, Elisha saw in his visions? Are they future prophecy, or are they the more likely legendary memory of actual and long-gone fact?” 15

Then, in 1939, he witnessed something that brought new conviction to his editorials.

“Your editors were reminded of Charles Fort and his LO! The other day, seen from our 22nd story window, in the west was a strong light, high in the air, which remained for perhaps ten minutes, then faded…your editor got a great kick out of announcing the arrival of the Martians to his fellow editors of…Radio News, Popular Photography, and Popular Aviation.” 16

Rap’s interest in the as yet unnamed flying saucers had percolated for years thanks to science fiction. But future events were about to alter his career in the science fiction field he loved so dearly.

The Shaver Mystery

Rap knew exactly why the circulation figures were climbing at Amazing, and said so in his Other Worlds magazine years later… “…it was ideas that did it. NEW ideas. STARTLING ideas. It was building a fire under readers by giving them something so hot they couldn’t put them down, and making them pant for the next issue. Nobody pants for the next issue these days.”

After successfully piloting the good ship Amazing for nearly six years, Rap encountered yet another truck barreling down on him, and this one would hit him harder than the first. The truck is only a metaphor, but it, too, was something of an accident and it changed Rap’s life forever. This time he gave the truck a name; he called it “The Shaver Mystery.” It was hot, and it was NEW. Rap said it was the next big wave in sf, though he also said that of flying saucers.

The mystery emerged from Rap’s discovery of a Ford assembly line worker named Richard S. Shaver, who in 1943 sent a letter to Amazing Stories offering Rap first crack at an ancient alphabet – Mantong, he called it. The alphabet, which Shaver deciphered himself, was said to be the original tongue of Earth’s first civilization. It piqued Rap’s interest mightily and, ignoring the admonitions of his assistant editor Howard Browne, he published Shaver’s letter in Amazing’s January 1944 issue.

Behind the scenes, a feverish correspondence ensued, wherein Palmer learned that Shaver had an even more bizarre tale to tell. As the story went, Shaver had lived among the denizens of an underground civilization that exists within the Earth’s mantel. These underworld people (essentially two groups, “dero” and “tero,”—the first being evil, the latter good) have the ability to control earthly affairs via thought control using wondrous machinery left by that fantastic elder race whose language was the aforementioned Mantong.

Raymond Palmer and Richard Shaver.

“They have death rays, space ships, giant rockets that traverse the upper air (the flying saucers were described in detail by Mr. Shaver before they actually appeared to Mr. Kenneth Arnold and to thousands since)...and many more marvelous things which Mr. Shaver claimed would revolutionize our surface science if we could but obtain them.” 18

There are hundreds of details to the Shaver Mystery, but, in the interest of hitting the sack before 3 AM, this synopsis will have to do. Shaver typed a 10,000-word story on a semi-functional typer at his Pennsylvania home and mailed it to Palmer. It was titled ominously, “A Warning to Future Man.”

Rap read it and saw its potential as a new direction for Amazing and, as legend has it, expanded it to a 31,000-word manuscript titled “I Remember Lemuria!” Rap changed one key element, however. Shaver claimed he got the basis for his story from first-hand experience; but fearing his readers would find that too outlandish, Rap changed the source to “racial memory,” much to Shaver’s chagrin. As occasionally happens when something seems to be going so well, a problem arose when Palmer informed his readers that the Shaver yarns, now being cranked out at white hot speed each month, were based on factual events, just as Shaver said. Rap began arguing, debating, and generally lobbying readers to seriously consider Shaver’s claims.

As Keel saw it, Rap used the Shaver Mystery to brainwash a legion of Manchurian candidates, implanting the shape, behavior, and even the source of flying saucers into the minds of millions. There were many sf fen at the time that would have agreed with Keel, because for every fan who loved the Shaver Mystery there was another who hated it. To them it became “The Palmer Hoax.” An article by Thomas S. Gardner, published in the Fantasy Commentator, expressed the indignation of the time:

“The crackpots, as they are usually called, number at least a million in the United States. They are, in the main, adults, and have educational levels ranging from near zero to those of Ph.D.s. A great many harbor seriously (sic) delusions of ancient civilizations superior to ours, believe in pyramidology and the like. To capture these readers it is only necessary to publish issues of Amazing Stories containing stories which propitiate these crackpots’ views in fictional guise. And with Richard S. Shaver’s ‘I remember Lemuria’ Palmer has instituted this very trend.”

And so it came to pass that a vast chasm loomed among fandom thanks to the Shaver Mystery. Those who read Amazing and followed the Shaver series with interest were called Shaverites. Those who read Astounding Science Fiction (and shunned Amazing) were “rational, science-based fen.” Fan luminaries like Forrest J Ackerman sustained this on-going fan fued, and it continued unabated for nearly four years.

Kenneth Arnold and Raymond Palmer.

The protracted squabble had no effect on the diminutive editor of Amazing Stories, however. Even Rap must have known something would have to tip the balance, and that’s just what happened on June 24, 1947 when pilot Kenneth Arnold spotted a formation of nine silvery flying objects near Mt. Rainier, Washington.

The objects’ strange, skipping motion inspired a newspaper reporter to tag them as “flying saucers,” and the name stuck like glue. The flying saucer age was on with a vengeance. Newspapers were blazing with the story of the mystery discs.

Back in Chicago, Rap followed the newspaper stories with keen interest. He assured his Amazing Stories readers that here at last was proof of the veracity of the Shaver Mystery. But the handwriting was on the wall for the Shaver series. With growing concerns from his publisher over the fact that elements of the mystery conflicted with Einstein’s Theory of Relativity, and continuing complaints from a newly organizing fandom, Rap’s budding interest in flying saucers gradually drew him away from the Shaver Mystery.

Fred Lee Crisman

One could say that if all it takes is for someone to write about something to make it happen, Buck Rogers can be blamed for flying saucers. He predated The Shaver Mystery. What really turned Rap into the world’s first flying saucer investigator was one Fred L. Crisman of Tacoma, Washington, not Richard S. Shaver.

Nowadays, Crisman is generally deemed a trickster by trade, and a truly shady character. The two things we positively know about him is that he was born in 1919 and died in 1975. Conspiracy buffs and ufologists alike have been trying to unravel his secrets for years. Just Google Crisman’s name and it will spew a bizarre thread that begins with Ray Palmer and the Shaver Mystery.

Crisman is believed by some to have been an OSS and CIA agent, an industrial spy, closely aligned with right-wing extremists, underworld figures, and anti-Castro Cubans who were allegedly involved in the JFK assassination. In 1968 Crisman worked as a right wing “shock jock” hosting a radio talk show in Tacoma. He was subpoenaed by New Orleans District Attorney Jim Garrison during a 1968 investigation into the Kennedy assassination. It has been rumored (even Keel mentioned this) that Crisman was one of the three “tramps” arrested in Dealey Plaza after the murder. It is also written that during WW II, Crisman came up with a plan to forestall the Nazis’ completion of their atom bomb. He came up with a non-functional “widget,” that was dropped by Allied bombers across Germany as the war ground to its grisly finale. While German scientists wasted valuable time trying to figure out what the widgets were about, we whomped their asses and dropped the A-Bomb on Japan. So the story goes.

Crismanologists all agree that Crisman’s post-war existence was first noted in a published letter in the June 1946 issue of Amazing Stories. At first glance it appeared to be a fantastic corroboration of The Shaver Mystery, detailing the gory details of a dero attack on then Army pilot Crisman and an unnamed captain near Tibet. Anti-Shaverites zeroed in on the letter. Though it appeared to be a validation of Shaver’s claims, critics saw it as one more proof that Rap and his wild-eyed readers were a bunch of nut balls.

There was a follow-up letter from Crisman, too, appearing in the May 1947 issue. Soon after the appearance of the first letter, Harpers magazine published a denunciation of Rap and the Shaver Mystery. The author, S. Baring-Gould, touted Crisman’s letter as an example of the crackpots Rap catered to. Then Crisman himself chimed in!

“I bitterly resent this,” snorted Crisman about the article. “I felt that you too, Mr. Palmer, had more or less given me up for a jerk who was only trying to pull your leg…that maybe all this was only a promotion stunt….”

The Tacoma Incident

We wonder how many of you readers know that at one time Project Blue Book…named your editor as the ‘hoaxer’ who started this whole flying saucer thing? —Rap

Martin Gardner in his book Fads and Fallacies in the Name of Science brushes off the Tacoma Incident, aka the Maury Island Mystery, like it was lint on his collar:

“The entire Maury Island episode later proved to be a hoax elaborately planned by two Tacoma men who hoped to sell the phony yarn to an adventure magazine. Both men eventually made a full confession.” End of story. The key word here is “elaborately,” because Crisman was definitely a pro. Elaborately means he reserved a hotel room for his victim before the victim arrived. Crisman also secured an empty house to set up a phony “secretary” who lived there and “worked on the books” for his phony log-salvaging company. This was a lot of work just to sell a penny-a-word pulp yarn to some adventure magazine; but hey, strange things happen. In any case, let the tale begin.

On June 21, 1947, three days before airplane pilot Kenneth Arnold spied a formation of nine bright objects “skipping like rocks” across water, a very strange event was unfolding near Tacoma, Washington. Featuring all the key elements of future flying saucer lore, it had intrigue, a bugged hotel room, inquisitive newspaper reporters, tragic deaths, Military Intelligence officers, potential Cold War spies, weird saucer debris that was somehow “switched” with phony metal slag, unannounced visits by government secret service agents, and an after-hours burglary of saucer evidence, sinister warnings over the phone, and finally the disappearance of the two men who started the whole thing.

Following the Maury Island incident (detailed above), Dahl, on returning home, gave a report to his “boss” Fred L. Crisman. Yes, the very same Fred L. Crisman who sent the letters to Rap a year earlier. He was now in charge of a log salvaging operation in Tacoma Washington! Small world. Or was it a large conspiracy?

Back in Chicago, Rap sat at his desk pondering newspaper reports of Kenneth Arnold’s “flying saucer” sighting near Mt. Rainier. It was June 1947, the same month Rap published Amazing’s highly anticipated all-Shaver Mystery issue.

Then, as was the pattern in Rap’s charmed life, “it” happened. He got a phone call from Tacoma, Washington. Fred L. Crisman was calling. At this point we can only ponder why Rap would even consider Crisman’s story if he suspected those previous letters were a hoax, though Rap’s son explains it thusly: “Ray Palmer [was] a skeptic, but he was not the type of skeptic that would laugh at you and then change your story to make you look foolish,” he said. “He would listen and get as much information as he could and then try to find out how your story is true. Sometimes you find out and sometimes you don’t, but either way you learn more.”

Rap went right to his typewriter and hammered out a letter to Kenneth Arnold, pleading with him to get in his plane and head to Tacoma to investigate Crisman’s story. He offered him $200, but it took a second letter with even more pleas from Rap, before the world’s most celebrated pilot since Charles Lindberg conceded.

Ken Arnold’s first clue that he was not in control of his situation came when he discovered he had a room already reserved at the Winthrop Hotel in Tacoma. Neither he nor Rap made the arrangements. “Ah, yes,” the desk clerk said to Arnold over the phone, “We have Room 502 reserved in your name!” Maybe it was a different Kenneth Arnold, he thought, since no one other than Rap and Arnold’s family knew he was flying to Tacoma.

Arnold contacted Harold Dahl, who arrived at Room 502 to tell the strange tale of saucer debris, a dead dog, danger, and incredulity. Dahl was full of angst, and seemed reticent to tell the story, warning Arnold that he should just forget the whole thing and fly home.

Next day at 9:30 AM, Fred L. Crisman was banging on the door of Room 502. Arnold described him as a “short, stocky fellow, dark complexioned, a happy-go-lucky appearing person…and extremely alert.” 21 After Crisman’s grand entrance, Dahl faded into the woodwork, spending much of the rest of this story at a local movie theater watching episodes of The Crimson Ghost.

Crisman confirmed Dahl’s story to Arnold and added even more. He said he went to retrieve some of the saucer debris at Maury Island. While there, he too saw one of the doughnut-shaped craft circling the area, and there was no doubt about it, he knew what he saw.

Arnold, feeling overwhelmed by all the details Crisman was firing at him, called an old friend and commercial pilot, Captain E.J. Smith, for backup. Smith arrived the next day, and heard more of the same from the two “loggers.” Nonetheless, Arnold began to feel uneasy about the two men.

Smith and Arnold suspected a hoax, or even that Russian espionage was at play. Cold War jitters being what they were, everyone believed it was a good bet the saucers were Soviet secret weapons taken from the Nazis. Arnold’s paranoia edged a notch further when he got a phone call from an United Press reporter named Ted Morello, who informed him that, “Some crackpot has been phoning us here, telling us verbatim what has been going on in your hotel room for the last day.” Naturally, Crisman and Dahl were the prime suspects, but when both men were present in the hotel room when Morello called again, confirming what had just transpired in the room, Arnold and Smith were dumbfounded. Who was it? How was the information getting out, and to what end?

After a thorough search of the room, Rap’s two saucer investigators were unable to locate the bug they knew must reside in Room 502. Finally, with growing concern for his safety, Arnold called in Military Intelligence. Within

          Do Androids Dream Of Electric Sheep?        
~ Filippo Nieddu ha aggiunto "Do Androids Dream Of Electric Sheep?" nella libreria The novel which became the cult classic film BLADE RUNNER. World War Terminus had left the Earth devastated. Through its ruins, bounty hunter Rick Deckard stalked, in search of the renegade replicants who were his prey. When he wasn't 'retiring' them with his laser weapon, he dreamed of owning a live animal - the ultimate status symbol in a world all but bereft of animal life. Then Rick got his ...
          LM Wins Contract To Develop Weapons Grade Fiber Laser for US Army Field Test        
BOTHELL, Wash. -  The U.S. Army has awarded Lockheed Martin [NYSE: LMT] a $25 million contract to design, build and test a 60-kilowatt electric laser to be integrated and tested in a truck-mounted weapon system demonstrator. The laser weapon is designed to significantly improve the warfighters’ ability to counter rockets, artillery, mortars and unmanned aerial threats. Under a contract managed by the U.S. Army Space and Missile Defense Command’s Technical Center, the Lockheed Martin-provided la...
          Laser weapons bring sharp advantages to the battlefield        
WASHINGTON -- The Army and Navy are increasingly incorporating laser weapons on a limited number of platforms and training exercises, according to Matthew Ketner, branch chief of the High Energy Laser Controls and Integration Directorate at the Naval Surface Warfare Center Dahlgren Division, Virginia. UA-84299839-1
          William Arntz - What the Bleep Do We Know?        
William Arntz graduated summa cum laude in 1972 from Penn State University with a degree in Engineering Science then worked as a research physicist with Pratt and Whitney Aircraft on the first wave optics simulator for high-energy gas dynamic laser weapons (a.k.a. “Star Wars”). After two years he reunited with a longtime friend who was enrolled in the Master’s Degree film program at Boston University. Together they created, Beat the Deva, a one-hour animated film noir, which won a Cine Eagle, the Kenyon Film Festival, and was distributed on the art house circuit. In 1995 William devised a second successful software product, which he sold nine months later. “Retiring” for the 3rd time he finally decided to unite his four great passions: (1) leading edge science, (2) spirituality (3) filmmaking and (4) computers. The result? The creation of What the BLEEP Do We Know?! PLEASE NOTE: This segment only lasts about fifteen minutes before we occur sound difficulties. The show is being rescheduled for a November airing. Our apologies, and we hope you will tune in next time.
          Laser Blasters is near        
As the recent test conducted by Northrop Gruman, they were able to squeezed 105kW of power from their laser, passing the "100kW threshold [that] has been viewed traditionally as a proof of principle for 'weapons grade' power levels for high-energy lasers" , Dan Wildt - Northrop's vice president of directed energy systems , said in a statement.

With this new results the battlefield having lasers cutting down enemy arsenals is getting near.

Other researches that will help push the laser weapons in to becoming a reality.
The Army recently gave Boeing a $36 million contract to build a laser-equipped truck. Raytheon is set to start test-firing a mortar-zapper of its own. Darpa is funding a 150 kilowatt laser project that is meant to be fitted onto "tactical aircraft."
          Establishing Jurisdiction at the International Criminal Court        

Paper No. 5927                              Dated 06-May-2015

By Dr. Parasaran Rangarajan

For most international attorneys seeking to bring to accountability for violations of international law at the International Criminal Court (ICC), establishing jurisdiction remains one of main problems to bring those who commit the worst crimes in the world to justice.

The ICC is a Court of last resort and serves as an international tribunal for the worst of the worst and only comes into play when domestic judicial mechanisms are unwilling or not able to deliver credible justice. Before the ICC was established, the United Nations (U.N.) General Assembly had to be mobilised under Article 22 to create a subsidiary of the U.N. Charter[1] body with 2/3rd of the world required to vote for an international criminal tribunal (ICT) to be established or via vote at the U.N. Security Council with no vetoes by the permanent members of the Security Council.

The ICC is not universal[2] as it cannot investigate crimes within the jurisdiction of the Court as specified in Article 5 of the Rome Statute[3] unless the jurisdictional requirements of Article 12 and 13 are fulfilled. As such, many crimes which have occurred in non-member states of the ICC have no international judicial process following despite the crimes recognised by various international organisations such as the United Nations (U.N.) and its bodies such as the U.N. Human Rights Council (UNHRC).

Missions of state-Parties to the ICC and/or aircrafts as well as vessels registered to state-Parties of the ICC, even by non-governmental organisations (NGO’s), will help fulfill the pre-requisites to jurisdiction required in Article 12 and this may be linked to nationals of non-state parties applying the principles of individual criminal responsibility of Article 25. The ICC may also retroactively investigate crimes of nationals of the non-state parties linked with the relevant case since the Rome Statue entered into force in 2002.

NGO’s are of specific interest to civilians. An example where an NGO vessel registered with an ICC member-State triggered an ICC investigation was the case of the humanitarian Turkish flotilla “M.V. Mavi Marmara” headed to Gaza in the State of Palestine to provide aid. This flotilla was illegally raided in international waters by Israeli Defence Forces (IDF) and its crew members were killed. The flotilla was registered in the ICC member-State of the island nation of Comoros which allowed the ICC to establish jurisdiction. Comoros invoked Article 14 which allows for a referral of the situation by a state-Party but the Mavi Marmara preliminary examination did not proceed as it did not fulfill admissibility requirements under Article 17 (1) (d) as there was not enough “gravity”. In other words, there were not enough victims but jurisdictional requirements were fulfilled this way.[4] Referrals by a state-Party are not required if the victims have sufficient evidence given that jurisdictional requirements are met as the Office of the Prosecutor (OTP) can start a proprio motu investigation under Article 15.

With the advances of communications, science, and signal intelligence technology; the jurisdiction at the ICC for the following crimes as well as components of a crime can be established:

  1. Torture under sub-sections “f” as well as “k” of Article 7 and Article 8 (2) (ii).
  1. Elements of intent under Article 8 related to War crimes.
  1. Use of chemical weapons under the “”Convention On The Prohibition Of The Development, Production, Stockpiling And Use Of Chemical Weapons And Their Destruction (1997)”, known as the “Chemical Weapons Convention (CWC)”.[5]

Torture can be committed via electronic communications under the “U.N. Convention of Torture (CAT)” of 1984[6] which is in relation to human experimentation. These are crimes against humanity/war crimes as per Articles 7 and 8 of the Rome Statute of the ICC.

Domestic implementing legislature of the international conventions in most countries related to torture including the United States (U.S.) are present. With regards to torture, the important principles of the CAT have been maintained in the as torture is a crime where U.S. Courts can invoke universal jurisdiction overriding diplomatic immunity except that of the Head of State. The latest case in the U.S. was United States v. Belfast II (2010)[7] where a Liberian diplomat’s conviction of torture was upheld by the U.S. Court of Appeals (11th Federal Circuit).

For example, if a group of people are continuously subjected to “mental suffering” as well as “physical suffering” caused by advances in new signal intelligence technology, this would fall under both crimes against humanity of torture and war crimes of human experimentation. This can be done via new communication as well as signal intelligence technologies such as directed energy weapons, laser weapons, and other electronic weapons.[8][9] There are U.S. Department of Army documents proving the bio-lethal effects. The U.S. Department of Justice (DOJ) in 1992 recommended to local as well as federal law enforcement to use these weapons along with “knockout gases” against civilians despite their contradictions to domestic as well as international law since it is harmful to civilians.[10] Military weapons of this kind can only be supplied by the U.S. Department of Defense which is required to report their sales and details of the usage of the weapons to the Head of State.[11]

More recently, U.S. Presidential Directive PPD/28[12] of January 17th, 2014 ordered usage of advances in signal intelligence technology to collect intelligence both domestically and internationally within the framework of U.S. laws. These military weapons cause wireless electric shocks, electromagnetic waves, holograms, microwave auditory effects, etc. “Mental/physical suffering” occur as these are military weapons can kill as well as attack and destroy objects without solid particles as proven in U.S. Department of Army Reports.[13] While the medical effects of the advances in signal intelligence are out of the scope of this article, the continued exposure to radiation is relevant to “physical suffering” despite any Presidential Directive. Any who experience such suffering under the provisions of the CAT may request the legal assistance of a state-Party of the ICC party as further explained.

In the interests of justice as described in the Preamble of the U.N. Charter, persons responsible for these matters within the Mission of a state-Party to the ICC and/or via an aircraft or vessel registered to a state-Party.

NGO’s can also extend their assistance by monitoring these communications as well as signals acting as an intermediary fulfilling jurisdictional requirements under Article 12. This will affect those monitoring the communications and signals since they will be tortured or be exposed to chemical weapons as well. Some NGO’s registered with the United Nations Economic and Social Council (ECOSOC) have the mandate of investigating human rights violations, violations of international law, etc in order to share this information with the U.N. and other international organisations.

Article 25 for individual criminal responsibility is applied so the ICC can then trace these communications, gases, and signals even if it is originating from a non-state party; thus establishing jurisdiction over both the state-Party including non-state party for the crimes.

This method can also be used for proving and establishing ICC jurisdiction when chemical weapons are used. An aircraft or vessel registered to a state-Party, even if by an NGO, can land in an area where chemical weapons are being used with consent of the state where the crime is occurring. That aircraft or vessel will now have been exposed to chemical weapons allowing for jurisdiction to be established by the ICC. Chemical weapons for the purposes of the CWC are defined under Article II (2) as any “toxic substance” which has the ability to cause death as well as temporarily or permanently incapacitating a person such as causing sleep. Even tear gas, used by law enforcement in protests, was to be put as a banned chemical weapon under the CWC but since there are legal warrants to use it, it was not banned but defined as a “riot control agent”. Nevertheless, such agents, such as when used for prolonged periods beyond the scope of law enforcement, cannot be used as methods of warfare under Article I (5) among other provisions of the CWC.

Any other gas such as a malodorant which is a foul smelling gas capable of causing incapacitation will fit the criteria of a chemical weapon since it falls under Article II (9) for “Purposes Not Prohibited Under This Convention” such as “military purposes not connected with the use of chemical weapons…”. Under Article XIII of the CWC, the Convention is in relation to the “Protocol for the Prohibition of the Use in War of Asphyxiating, Poisonous or Other Gases, and of Bacteriological Methods of Warfare (1925)”, otherwise known as “The Geneva Protocol of 1925”.[14]

Legal avenues to especially relevant to diplomats and other internationally protected persons as torture or use of chemical weapons against diplomats can provoke wars. Diplomats of governments that are not members of the ICC can also use this legal strategy to bring their cases to the ICC as per the “U.N. Convention on the Prevention and Punishment of Crimes against Internationally Protected Persons, including Diplomatic Agents (1973)”[15] and “U.N. Convention on Diplomatic Relations (1961)”.[16] As per Article 30 (1) of the latter, the residence of a diplomat has the same status as the Mission, in that it is not the territory of the state where the residence is in, but the territory of the government the diplomat is in service of. Where this type of torture occurs in a diplomat’s residence, the government may seek the assistance of a friendly nation which is a member-State of the ICC to establish jurisdiction or request the assistance of an NGO who has an airplane and/or vessel registered to a state-Party of the ICC to establish jurisdiction.

Proving genocide has been a difficult task examining international criminal case law due to the fact that mens rea or the intent for genocide as defined under Article 2 of the “Convention on the Prevention and Punishment of the Crime of Genocide (1948)” can be difficult to establish.[17] This is where communications and advances in signal intelligence technology can help prove intent if proven as credible information as well as collect information but not establish jurisdiction.

With the consent of a non-state party where genocide is occurring, a state-Party to the ICC as mentioned in the example torture case involving Missions and aircraft/vessel s registered in the territory of a state-Party can play an intermediary role in receiving information with regards to intent as well as receiving other information relevant to the crime. The case of the self-termed terrorist group “Islamic State” or popularly known as ISIS/ISIL in Iraq and Syria is of relevance since it has been alleged that crimes against humanity as well as war crimes including use of chemical weapons have been alleged to be committed by not just terrorists but governments such as the United States (U.S.), Turkey, Syria, etc.

For example, if Iraq or Syria allows a friendly country that is a state-Party to the ICC or a non-governmental organisation (NGO) who have aircrafts or vessels registered in a state-Party to intercept communications and signals; information regarding the intent of all belligerents under international humanitarian law (IHL) committing violations of international law can be collected, if not proven, as it is not a violation of sovereignty under Article 2 (4) of the U.N. Charter. Interpol does not send agents around the world to arrest or investigate but Interpol may exercise the powers of its Constitution which include investigating international crimes if a country which has consented. This is also relevant to Missions, Embassies, Representative Offices, and other diplomatic residences as the government can make a request for Interpol to investigate.[18]

 

However, where genocide, crimes against humanity, etc occur; this method may not be able to be utilised since no crime has occurred on the actual jurisdiction of the Mission, aircraft, and/or vessel of a member-State to the ICC unlike crimes of torture as well as usage of chemical weapons so only information can be collected. This information may be useful if there is ever an investigation by the ICC with jurisdiction established for crimes against humanity which require widespread and systematic attacks, war crimes which require large scale commission of such crimes, as well as genocide.

Jurisdiction at the ICC on a non-state party can also be established if it is found that a member-State has aided and abetted crimes within the jurisdiction of the Court such as procuring arms for genocide as was in the cases such as Prosecutor v. Furundzija (2009) also known as Case No. IT-95-17/1,[19] Prosecutor v. Vasiljevic (2009) also known as Case No. IT-98-32-T,[20] and Prosecutor v. Blaskic (2000) also known as Case No. IT-95-14[21] at the International Criminal Tribunal for the former Yugoslavia (ICTfY). This was also held at the International Criminal Tribunal for Rwanda in cases such as Prosecutor v. Akayesu (1998) also known as Case No. ICTR-96-4-T.[22] The ICC has taken this into account in when applying the reasonable basis standard for individual criminal responsibility in Article 25 of the Rome Statute as the cases cited form customary international law.

The U.S. is not a state-Party to the ICC but has been alleged of grave violations of international law within its own territory. Until now, the U.S. has only had jurisdiction over its own territory like most other states but when there are civilians, organisations, etc that use the legal strategy mentioned above, the U.S. can also be held accountable at the ICC for these crimes committed within their own territory. The same is for other countries as well so it is not required that a government necessarily needs to be involved as the average citizen with resources can have access to the Court for such grave crimes.

The ICC issues arrest warrants for of those who have committed grave violations of international law but under Article 28 as superiors that did not support the crime or was not involved but should have known are guilty such as Heads of State. Extradition of persons with ICC arrest warrants is also possible as an ICC arrest warrant does not mean the wanted person can sit within their country not being able to travel to one of the 124+ member-States of the ICC which have an obligations to extradite wanted persons under ICC agreements and treaties. Governments have the power to issue an international arrest warrant through Interpol, known as the “Red Corner Notice” and can do so for these leaders even if they are Heads of State, high ranking diplomats or members of armed forces, etc.

Interpol notifies police of every country to arrest these wanted persons and where the country refuses, it may face diplomatic as well as political repercussions. In addition, there are bi-lateral extradition treaties between most countries where double jeopardy, or the situation where a person is tried for a crime twice in two nations, does not apply as held in U.S. Supreme Court Cases such as Heath v. Alabama (1985).[23] U.S. government legal authorities such as U.S. DOJ Consultant Mr. Bassiouni in his book International Extradition: United States Law And Practice also reaffirms that the double jeopardy clause of the 5th amendment of the U.S. Constitution does not prevent extradition unless the treaty expressly prohibits this.[24]

With regards to the usage of chemical weapons, the Nobel Peace Prize winning Organisation for the Prevention of Chemical Weapons (OPCW) plays a major role in disarming nations which have used chemical weapons against civilians. The U.N. has stepped in throughout history to disarm nations which use chemical weapons via U.N. Security Council Resolutions or sending U.N. Peacekeeping Contingents for the same purpose which can also be done under U.N. General Assembly Resolution 377 or the “Uniting For Peace” Resolution[25] to send the OPCW to disarm nations.

Under the CWC, the Director-General of OPWC has 12 hours once given authorisation by the inspected state-Party or otherwise authorised by the U.N. to dispatch inspectors to remove the chemical weapons. Under Article 5 as well as Article 6 of the U.N. Charter, a country that continuously refuses to abide by U.N. Security Council Resolutions or the U.N. Charter can be suspended and/or expelled from the U.N.

Therefore, while the ICC was not intended to have universal jurisdiction, there are many ways for average citizens of non-state parties to invoke the Court for certain crimes as mentioned in this article.



 

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          US Navy aims to field test ship-borne laser while China seeks to step up its drone program        

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LaWS on the USS Dewey (via US Navy & Raytheon)

 

It was only roughly 20 years ago that the US Navy was still using WW2 era Iowa-class battleships outfitted with 16 inch guns (the USS Missouri and Wisconsin fired their guns onto land targets in the beginning of the Gulf War in 1991) to engage in conflicts around the globe. Fast-forward a few decades and those ships and guns have been replaced by guided missile destroyers outfitted with Tomahawk cruise missiles, anti-missile Gatling cannons and 127mm anti-ship guns (to name a few). The US Navy is looking to add to that arsenal with the incorporation of high-powered ship-borne lasers. Designated as LaWS (Laser Weapons Systems), the solid-state system, designed by Raytheon and US Navy researchers, is actually comprised of 6 industrial-use high-powered optical fiber lasers which is capable of destroying incoming targets (everything from drones to missiles) from a considerable distance (the actual distance is classified). The system was tested in 2012 aboard the USS Dewey (guided missile destroyer) where it successfully destroyed four surveillance drones off the coast of San Diego. Navy personnel were able to track the inbound UAVs using the ships MK-15 Phalanx CIWS (Close-In Weapons System) surface-mode sensor suite (electro-optical for tracking and radio frequency sensors for range data) to guide the laser onto the targets. The Navy was so impressed that they’ve ramped up their development of the LaWS a full 2 years ahead of schedule and are now looking to field test the system over a 1-year period aboard the USS Ponce (amphibious transport dock) which is slated to deploy in the Persian Gulf/Strait of Hormuz area in 2014. While some speculate the deployment of the LaWS in the Persian Gulf is a warning to Iran to curb its nuclear program, others view it as a new weapon to combat China’s increase in cheap drone manufacturing.

 

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DSB report notes

 

In a recent DoD Defense Science Board report, drones have become the future of warfare around the globe with the US as the dominant power in UAVs and China fast becoming a close second. While China’s drones haven’t yet caught up to the sophistication (technology wise) of their US counterparts but they are cheaper to manufacture which has interested foreign buyers and raised the concerns of America’s military. According to retired Chinese generals (interviewed on Chinese CCTV) their drone technology currently lags behind the US by only 5 years but they’re roughly 5 to 10 times cheaper to build over the US’s 5 to 10 million a pop per drone. While China’s cheap UAVs aren’t turning any heads in tech rich countries such as Japan, South Korea or Taiwan they are catching the eyes of Middle Eastern and African countries which could put ‘good enough’ (as opposed to top of the line) drone technology into countries not on good terms with the US such as North Korea and Iran or even terrorist organizations. China is also developing new UAV designs that look strikingly similar to those fielded by the US such as the Pterodactyl (Predator), Soaring Dragon (Global Hawk) and Dark Sword (Reaper) that have the same basic functions as their American counterparts such as surveillance and strike capabilities. With a price-tag of 1 million US for the Soaring Dragon (roughly 30 million for the Global Hawk) it’s easy to see why the American military is concerned and looks to pit the US and China in a new global arms race concerning UAVs instead of nuclear missiles.

 

C

See more news at:

http://twitter.com/Cabe_e14


          (VIDEO)Watch the US First Ever Navy's laser weapon in action!        

          Future Imperfect: Death Ray on Coral Island         
For years, one of the most famous Chinese science fiction stories was written by a prominent archaeologist. Tong Enzheng’s story features some nakedly propagandistic dialogue awkwardly shoe-horned into its forty-some pages, but the author suffered greatly during the Cultural Revolution and eventually went into semi-self-imposed exile after the Tiananmen Square crack-down. The film adaptation produced during the early Deng years is considered the very first Chinese science fiction film (numero uno), but it won’t do much to burnish Tong’s literary reputation with contemporary viewers. Still, you can’t deny the spectacle of Hongmei Zhang’s Death Ray on Coral Island when it screens during MoMA’s ongoing film series, Future Imperfect: The Uncanny in Science Fiction.

Working on an unspecified Pacific Rim location off the Mainland, Prof. Zhao’s Chinese research team makes a breakthrough in the development of their atomic battery. Just as they start to celebrate with an evening of foxtrot ballroom dancing, the respected chairman of the supposedly humanitarian Venus research foundation starts sniffing around. Despite his reputation, he is actually the front man for a foreign power. Since Coral Island was produced in 1980, his shadowy patron has a conspicuously Russian name.

Unbeknownst to the now-murdered Zhao, the Venus Foundation first arranged for his mentor Hu Mingli to be committed to a mental asylum and then fooled him into believing they were his benefactors when they facilitated his release. Under the assumed name of Dr. Matthews, he has been working on a powerful laser weapon in their secret lab. Guess where its located. Somehow, Prof. Zhao’s foreign-born, ethnic Chinese assistant stumbles across Coral Island in his efforts to bring the murderers to justice. However, it will be Hu who saves Chen by zapping a hungry shark with a laser in what might be the single nuttiest scene ever realized with absolutely no ironic winking.

If Coral Island’s narrative sounds haphazard and unwieldly, it’s because it is. There is no question this is the kind of movie you want to go into with a few wingmen, like Crow and Tom Servo. Yet, the seemingly random plot points pale in comparison to the “white-face” actors playing the Venus bad guys in whitening makeup, prosthetic noses, and impossibly red wigs. What would the Social Justice Warriors say? Regardless of racial politics, it is an indescribably bizarre sight to take in.

Yet, we have to give Zhang Hongmei credit for framing some striking images—particularly the exteriors of the prison-like asylum (talk about projection, the old sanitarium functioning as a dungeon for political prisoners was a mainstay of both Soviet and Maoist Communism). His color palate is also surprisingly bright and groovy. Frankly, this film could pass for a product of 1969 or 1972, well before its 1980 release. Yet, it is the weird little details, like the ballroom dancing and the period trappings that inspire such nostalgia, such as the enormous floppy disks that really make Coral Island so much fun. In fact, the film is far less didactic than the story is reported to be.

MoMA is not sure, but this could be the film’s American premiere. You need to see it to believe it and even then, you will hardly believe your eyes. However, expectations must be kept low with respects to all the things we usually expect from movies. Recommended for its historical significance and unintentional camp factor, Death Ray on Coral Island screens again this Monday afternoon (8/7) as part of Future Imperfect at MoMA.
          Scrambler Rifle Analyzation        
After the feedback I received from my previous blog entry, people seemed to be very interested in getting to know more in detail at all the various different items DUST mercenaries use. So for the past few days I have been researching very heavily into the most used laser weapon we have, the Scrambler Rifle. With aid from my friends and a lot of searching through the Galnet, I have made a solid description of it. Do note though, this is merely my theory of the materials it is made of, and what the physics behind its firing mechanism are, not an official:

Released by the Carthum Conglomerate, the CRW-04 Scrambler Rifle is a pulse laser weapon, which shoots laser-induced plasma that disrupts enemy shield systems very effectively(why this is so, and how shield systems work in general I might discuss in another entry later). Headshots made with this weapon are extremely lethal, as a shot to the head scrambles the target's brains, where the weapon derives its name. The weapon shoots charge based rounds, where the longer you hold the trigger the more damaging the round will be as it hits the target.

The rifle's basic frame is built out of Tungsten Carbide, a popular composite used within Amarrian technology with gold colored decorative alloy plates on the exterior. The stock is made out of the same alloy as the exterior decoration, colored a dark gray while the grip is made out of leather. With the Amarr, aesthetics is function, and thus they have spent a great deal in making sure the Scrambler Rifle also looks as good as it is lethal and I must say, it is one of the best looking guns you could ever own. The firing mechanism is based on three key components, capacitor unit, frequency crystal and magnetic rail. Below is a picture that should help understand which part is where:



The capacitor unit is the basis of the entire rifle, which powers the magnetic rail system,  holographic sight and, with the help of the frequency crystal, starts the ionization reaction within the pre-charge ammunition.

The frequency crystal, also known as the focusing crystal, which is synthetically manufactured Zydrine, modified to emit Gamma wavelengths, is the second crucial component in ionizing the pre-charge ammunition along with the laser it generates.

The magnetic rail consists of two parts, the inner rail and the outer rail. In the inner rail, the charging plasma round is contained within a magnetic field that keeps it intact until the weapon operator releases the trigger. At the moment the trigger is released, the inner rail deactivates and the outer rail kicks in, guiding the charged plasma round out of the gun and also giving the round extra velocity, both with the help of magnets.

So what actually happens when you press the trigger and the magazine you inserted to the scrambler rifle begins feeding ammunition to the charging chamber? First we would have to know what the actual round is before it is charged. The round is neon gas, stored within a simple container. When the magazine is inserted and the weapon operator pulls the trigger, the round is cycled into the charging chamber, directly in front of the frequency crystal.

When the user keeps holding the trigger, the capacitor powers up the inner magnetic rail, while acting as an electrode and begin charging the crystal with electricity. A laser beam is then generated by the crystal, evaporating the thin casing storing the neon gas and begins heating it rapidly while the inner rail keeps the gas together. The neon gas then ionizes and turns into plasma, and at this point the round becomes lethal. The process is similar to how a plasma globe works.

The further the trigger is held, more gas is ionized into plasma which in turn increases the heat of the round, causing more damage as it impacts a solid object. When the trigger is released, the inner rail is deactivated and the outer rail powers up, propelling the charged plasma round out of the rifle and pointing it at one direction.

Some heat and energy is also lost in this process, warming up the focusing crystal as a result. If the gun is fired too rapidly, the focusing crystal doesn't have time to cool down, until it reaches a point where the crystal suffers microfractures and vents all the built up heat around the gun. Normally this heat would be lethal to the weapon operator and thus it has a safety installed to prevent fatal overheating, but thanks to the dropsuit armor DUST mercenaries use, this is not a concern and the safety is disabled.

What the actual round is then after it has been charged and sent out of the rifle? A mixture of plasma that makes the ammunition itself, and an electromagnetic field surrounding the round to keep it intact long enough for it to reach the target. When the round hits a solid object, the electromagnetic field collapses, disrupting the shield systems of the target because of the electromagnetic field, while the intense heat released from the plasma round disrupts them further. This electromagnetic field also emits wavelengths in the Gamma frequency, and upon hitting the head of the target, this radiation bombards the brain with lethal doses of radiation, in other words it scrambles brains where the name of the weapon is derived.

And that is my understanding of how the scrambler rifle works and the specifics of how the firing mechanism works. If you have any suggestions for new blog entries or want me to research a new weapon, please tell me so. Also a thanks for Jandice Ymladris, Erun Talan and Devan Corvel for helping me with research!

ཟར༴ཐ٦ཡཐ༴ འཤན༴བ བ༴ཏ༴མ༴ར٦ ٦ནད༴བ٦ ༴འ٦٦ད ན٦བ༴༴ٲ   

          Knight Rider’s 15-Second Clip Released        


Finally the long wait is over. NBC network in America has released a 15 second clip of the upcoming remake of the 1980’s iconic television show Knight Rider. The 540 horsepower Ford Mustang Shelby GT500KR is officially the new KITT (Knight Industries Three Thousand) with the artificial intelligence voice provided by Will Arnett. NBC network will air the Knight Rider TV movie at 9pm ET on February 17, 2008 Sunday.

Knight Industries Three Thousand: 2008 Ford Mustang Shelby GT500KR

Vehicle Type: Front engine, on-demand all-wheel drive, two-door coupe
Engine Type: Aluminum block/titanium heads 5.4-liter V8 internal combustion with Whipple supercharger and Knight Industries liquid air cycle auxiliary turbine engine. 540 hp in Hero mode. Power output can’t be measured in Attack mode.
Transmission: Continuously variable transmission with infinite power band
Price New: $45.6 million, as tested
Acceleration: 0 to 60 mph: 1.77 seconds. Standing quarter mile: 3.87 seconds
Braking (300 to 0 mph): 12 ft.
Fuel Economy: Not testable

Special Features as KITT:

Knight Industries 2000 microprocessor: Version 2.3
Auto Cruise
Auto Pursuit
Auto Collision Avoidance
Voice Interaction
Emergency Eject
Audio/Video In-Dash Functions
Radar
Sonar
X-Ray
Autopilot
Voice Analyzer
Infrared Tracking Scope
Range: 20 miles
Pyroclastic Lamination
Blood Analyzer
Microwave Jammer
Interior Oxygenator
Rocket Boosters
Smokescreen
Olfactory Detector
Spectrograph
Electromagnetic Field Generator
Microwave Ignition Sensor
Aquatic Synthesizer
Electronic Field Disrupter
Ultra Magnesium Charges
Ultraphonic Chemical Analyzer
Graphic Translator
Anamorphic Equalizer
DNA Analysis Equipment
Mass Spectrometer
Targeted Electromagnetic Pulse
Military-Grade GPS
Heated Seats
3D Heads-Up Display
Laser Weapons System
Holographic Projection
Keyless Entry and Ignition
Personal Safety System
Nanotech Cloaking
360-Degree Video Surveillance
Laser-Guided Missile Defense
Mini-KITT Reconnaissance Drone
24-Hour Roadside Assistance
1000-Watt Quadraphonic Stereo System
In-Seat Medical Diagnosis
Biometric Analysis