The Full Wiki

EMP: Misc

Advertisements
  
  
  

Dr Who

Up to date as of January 31, 2010
(Redirected to Electromagnetic pulse article)

From TARDIS Index File, the free Doctor Who reference.

An electromagnetic pulse (also known as EMP) is a discharge of electromagnetic radiation emitted by certain devices that can render the technology of certain races inert, albeit temporarily.

Uses

In Pete's World, the Preachers possessed EMP bombs that were used to destroy computers. Using one on a Cyberman had the effect of crippling it and disabling it's emotional inhibitor.

Since Bannakaffalatta was a Cyborg, he had an EMP device, which was capable of knocking out Heavenly Hosts (stops them flying, and starts falling). However, they were only stunned temporarily. Also, since they use up too much power, Bannakaffalatta had little power left and died. However, Bayldon Copper, Astrid Peth and Rickston Slade were able to obtain the EMP device that is rechargable and used it to knock out other Hosts. (DW: Voyage of the Damned)

Wikipedia
Wikipedia has a more detailed and comprehensive article on

This article uses material from the "Electromagnetic pulse" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Electromagnetic pulse article)

From The Vault

An electromagnetic pulse, commonly abbreviated to EMP, is a burst of strong electromagnetic energy. An EMP can be generated in numerous ways, from industrial accidents to specially-designed generators. However, EMPs are best known from their first documented source: nuclear weapons.

As the primary effect of an electromagnetic pulse is the desctrucion of electronic elements, there are some weapons that generate it, used primarily against various robots. These include the Pulse Grenades and the Pulse Rifle Prototype developed by the Reaver Movement. While similarly named, the YK32 Pulse Pistol and YK42B Pulse Rifle are not EMP weapons but generate an electrical pulse effective also against living targets.

Contents

Discovery and history

The EMP effect was discovered in the earliest days of nuclear testing, and was observed during the Trinity test, mankind's first nuclear detonation. However, scientists of the day were more concerned with the physical effects of the weapon and less so with the electromagnetic consequences, so the field remained largely unstudied until after the conclusion of World War II.

As scientists began to research the EMP phenomenon, they began to hypothesize that the EMP could serve as much as a weapon as the brute destructive forces of the bomb itself. While the primary effects of a nuclear weapon would continue to remain the overpressure and thermal effects, the EMP was nevertheless recognized as a useful secondary effect.

Characteristics

The term "EMP" is a catchall term for any strong burst of electromagnetic energy, regardless of the source. Generally, however, an EMP is a very brief event, lasting less than a second. However, much happens in that span of time.

An EMP is actually the combined effect of three distinct pulses, each operating over a different duration and at a different speed.

The first pulse, called the E1 pulse, is the fastest component and arrives first. This is an electrical pulse, and is capable of inducing very high voltages in conductors in a thin fraction of a second. This leads to overloads in everything from substation transformers to microchips, making the E1 pulse the most damaging element of an EMP as far as electronics are concerned. The sudden voltage spike, exacerbated by long high-power transmission lines or similar antenna-like structures, can easily cause fires in utility transformers and will burn the delicate logic switches inside solid-state electronics, rendering them useless.

The E2 pulse, second to arrive, is actually the weakest in terms of causing damage. Its characteristics in conductors are very similar to those found in a lightning strike, making common surge-suppressor technology quite effective in arresting its effects. Any electronics that survive the E1 pulse will likely survive the E2.

The third and final pulse, E3, appears only during an EMP generated by a nuclear blast; only a nuclear weapon creates an E1 pulse strong enough to cause an E3. A nuclear weapon's E1 pulse is actually strong enough to deform the Earth's magnetic field, its E1 pulse creating a "bubble." As the E1 pulse dissipates, the Earth's magnetic field "snaps back" to its proper field lines, creating a pulse of its own. This is the E3 pulse. Effectively, the E3 pulse is an "echo" of the E1. Like the E1, the E3 pulse induces severe voltage loads in conductors, quite akin to the effects of a severe solar flare. Large utility grids are particularly vulnerable to the E3 pulse as the long "high-tension" carrier lines naturally attune and undergo induction. Transformers somehow spared by the E1 pulse can very easily fall victim to the E3.

Effects

The damage wrought by an EMP, whether created through nuclear or non-nuclear means, varies with the object being bombarded. Transformers and electrical switching gear tend to suffer most from the obscenely high voltages induced in conductors. This high degree of induction is more than capable of causing transformer coil ruptures, casing bursts, fires, and other damage. Switching gear can burn or spot weld. Arc shorting is easily possible across phases in a transformer substation, causing yet more damage.

Solid-state electronics, such as microchips and integrated circuits, suffer severe damage from the inductance pulse. Microminiaturized transistors, which ordinarily operate in the range of millivolts, are suddenly exposed to energies exponentially greater than design or even tolerance levels, leading to the abrupt destruction of the logic and memory elements of the electronics.

For humans, however, an EMP is usually absolutely harmless, often even undetectable. Unless a person has an implanted device, such as a pacemaker, an EMP will usually pass by unnoticed, save perhaps for a slight tingling sensation. This is emphasized in the Pulse Grenade/mine damage to organic targets in Fallout 3. The only damage from the grenade is possibly the shrapnel.

Owing to Fallout's timeline split, the integrated circuit revolution never really took hold. The proliferation of vacuum tubes in the classic Fallout games (Fallout and Fallout 2) is explanation enough for the survival of the computer consoles and Pip-Boys. Fallout 3 is more of a departure from the original motif, emphasizing small-scale electronics and powerful computers, but conventional EMP shielding methods can explain the survival of these devices.

While the Fat Man weapon does use low-yield nuclear weapons, these "pocket nukes" would still produce enough of an EMP to disable computers or even the player's Pip-Boy 3000 given the ranges involved, but this was probably overlooked for the sake of game dynamics and playability.

Mitigation

Electronics can be shielded from the effects of an EMP, but effective shielding is difficult to achieve and can be quite costly depending upon the application.

Generally, EMP shielding takes the shape of some form of Faraday cage, a giant mesh antenna which grounds incoming signals, inside which the system to be protected lives. Mobile systems can be shielded with heavy metal cladding that is well grounded. Effectively, the only way to shield against an EMP is to ensure that the inbound energy will take an easy route to ground before striking the system to be protected.

External links

Advertisements

This article uses material from the "Electromagnetic pulse" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Electromagnetic Pulse article)

From Halopedia, the Halo Wiki

0.00

Electromagnetic Pulse, or EMP is the electromagnetic radiation from an explosion (especially a nuclear explosion) or an intensely fluctuating magnetic field caused by Compton-recoil electrons and photoelectrons from photons scattered in the materials of the electronic or explosive device or in a surrounding medium. The resulting electric and magnetic fields may couple with electrical/electronic systems to produce damaging current and voltage surges. The effects are usually not noticeable beyond the blast radius unless the device is nuclear or specifically designed to produce an electromagnetic shockwave. An alternate definition is: a broadband, high-intensity, short-duration burst of electromagnetic energy.

The worst of an electromagnetic pulse generally only lasts for a second, but any unprotected electrical equipment will be affected by the pulse.

EMP is mentioned several times in the Halo Universe:

Trivia

  • If you disable a vehicle using an EMP, it will show an animation of some sparks flying around but if you disable it again before it is drivable then the animation will stop and the vehicle will not work.
  • A vehicle disabled by an EMP will still have full functionality of its weapons if it has any. For example, if a Warthog is disabled by an EMP, the turret will still be able to turn around and shoot, making practical use of the EMP tricky.

This article uses material from the "Electromagnetic Pulse" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Electromagnetic pulse article)

From Wookieepedia, the Star Wars wiki.

An electromagnetic pulse (EMP) or magnetic bombard was a powerful burst of electromagnetic radiation. It was often used in weaponry designed to suppress technological systems.

They were primarily used to disable droids and electronics; however, a sufficiently powerful EMP could also kill organic life through electrocution.

Contents

Electromagnetic pulse weaponry

Electromagnetic pulse weaponry delivered a powerful EMP which overloaded most electronic systems not specifically hardened against such an attack. The effect was somewhat similar to an ion cannon blast.

Military magnapulse weapons were available in several different forms, which were first deployed by the Galactic Republic during the Clone Wars, and were refined by the Galactic Empire some time before the Battle of Yavin.

Though they were able to reduce an entire planet to a pre-technological state, even destroying enemy shields with one blast, these weapons were used only in relatively small numbers during the Galactic Civil War.

Operational history

Clone Wars usage

EMP weaponry was favored by the Grand Army of the Republic because of the inherently technological nature of their enemy. The Droid Army was particularly vulnerable to weaponry which suppressed electronics.

Portable EMP devices such as the EMP grenade and the EMP Launcher were used by clone troopers to deactivate the battle droids of the Confederacy of Independent Systems.

Air-deployed magnetic pulse bombs known as "magpulse busters" were also used during the Clone Wars. They were only able to deactivate the enemy droids for brief periods, so they were usually used in concert with starfighters to destroy large groups of droids.

Imperial developments

Merr-Sonn produced a weapon known as the DEMP gun for the Empire. These weapons were effective against droids, small vehicles, and powered armor. Sufficient exposure to DEMP pulses could harm living beings. This weapon was later refined into the DEMP 2, which was seen in use around 13 ABY.

In the form of a magnepulse weapon mounted on a starship of medium cruiser class or above, a magnetic pulse could delivered from orbit. This type of magnetic pulse device carried the risk of being reflected against the attacker, and this risk led to the development of magnapulse bombs.

The magnepulse cluster bomb was approximately the size of a starfighter and could be dropped from orbit by any ship capable of launching TIE series fighters. The early versions of the magnepulse cluster bomb were vulnerable to enemy fire, so they were redesigned to integrate shields and evasive flight computers. These devices continued to be used as late as 11 ABY, as part of the equipment included with the Modular Taskforce Cruiser's Inquisition Module.

Planetary magnapulse cannons were surface-to-space weapons, used much like planetary ion cannons.

Later refinement

After the Battle of Hoth, magnetic pulse ordnance became available in the form of a projectile weapon similar to a proton torpedo. The mag pulse warhead was able to suppress the weapon systems of a capital ship for a short period.

Around 7 ABY, Warlord Zsinj deployed empion mines, which contained both an ion projector and an electromagnetic pulse device.

The shadow droids used during Operation Shadow Hand in 10-11 ABY carried a small EMP gun.

Known magnetic pulse weapons

Personal weapons

Vehicle-deployed weapons

Emplacement weapons

Force Powers

Other electromagnetic pulse devices

An EM emitter was a countermeasure device used to confuse starship sensors by simulating the electromagnetic emissions of a ship.

A magnetic pulse beam was a device similar to a tractor beam.

Appearances

  • Star Wars: Republic Commando
  • Star Wars: Battlefront
  • Star Wars: Battlefront II
  • Star Wars Battlefront: Renegade Squadron
  • Republic Commando: Hard Contact
  • Labyrinth of Evil
  • Dark Lord: The Rise of Darth Vader
  • Empire at War
  • Star Wars: Galaxies
  • Star Wars: TIE Fighter
  • Star Wars: X-wing vs. TIE Fighter
  • Star Wars: X-wing Alliance
  • X-wing: Wraith Squadron
  • Star Wars: Jedi Knight II: Jedi Outcast
  • Edge of Victory II: Rebirth

Sources

External links


This article uses material from the "Electromagnetic pulse" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Transformers

Up to date as of February 05, 2010
(Redirected to Electromagnetic pulse article)

From Teletraan I: The Transformers Wiki

An electromagnetic pulse (or EMP) is a magic event which disables or destroys some electronic/robotic devices, but leaves others conveniently operational.

Contents

Fiction

Generation One

Super Robot Lifeform Transformer manga

Megatron created an EMP cannon called the Omega Whip which he planned to use to hold the Earth hostage. The Autobots intervened and managed to destroy the Omega Whip. Full Throttle Scramble Power!

Devil's Due G.I. Joe vs. the Transformers

General Hawk used an EMP to disable Wheeljack and Bumblebee at Area 51. G.I. Joe vs. the Transformers issue 4

Live-action continuity

Transformers (2007)

Blackout wipes out the military base with EMP bursts.

Sector Seven ARG

The Real Gear Robot referred to as AX9-8946-09SU-1 proved to be resistant to an electromagnetic pulse in Sector Seven experiments.

Capture the Cube

Dewbot is not resistant to an electromagnetic pulse, but the guards are. Capture the Cube

Revenge of the Fallen (film)

Starscream disables military communications in Egypt by setting off an EMP.

Transformers Animated

Cartoon continuity

Just like Barry White, Ratchet's EMP puts you on your back.

During his days in the Great Wars, Ratchet carried a small EMP generator on his arm. He used this device on low power settings to place patients under general anesthetic, allowing him to perform painful or complex operations without causing the patient discomfort. He described its operation to Arcee, telling her it would "temporarily overload your consciousness center." At higher settings, the device is capable of immediately rendering a Transformer unconscious, even at range, and can also erase memory cores. Unfortunately, the generator was stolen by Lockdown, who used it as a weapon for many years before Ratchet was able to recover it. When Lockdown tried using it on Ratchet, Ratchet revealed that he was immune to it. The Thrill of the Hunt

In the present, on Earth, Ratchet and Bumblebee can create a directed EMP by "crossing the streams", so to speak, of their respective magnetic and electric weapons. Some combination of this EMP and the Key was seemingly responsible for granting sparks to the lifeless Dinobots. Blast from the Past

The two later used the same kind of electromagnetic pulse to successfully blast Blitzwing out of the air. Megatron Rising - Part 2

Later, Ratchet was forced to use his EMP generator on an out of control Sari, despite the fact that he didn't know how it would affect her, since the latter is part Cybertronian and part human. TransWarped

External links


This article uses material from the "Electromagnetic pulse" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Advertisements






Got something to say? Make a comment.
Your name
Your email address
Message