Moskurg, Moskurg, Moskurg STRONK,
Beauty in the face of TAONKs,
Gods may oppose us,
Hope they may grind,
But with great weapons
We desecrate shrines!
Moskurg, Moskurg, Moskurg STRONK,
In our war we can do no WRONK,
Fast as the desert sands,
Stronk-as-a tiger's love,
We shall crush our foes
With glor-ious death from above!
*a single tear falls from a Moskurg soldier's eye*
Glory to Moskurg, engineers! Ever since our ancient blacksmiths hammered out our first sword, we have sought weapons to strike fear into the hearts of Arstotzka. Every inch of land on Forenia is rightfully ours, but thanks to the questionable efforts of our previous engineers, we have an clumsy, outdated armory and have been pushed back to the sandy north corner of continent.
The full rules for this game are in the
OOC thread. However, the basics are this: Each year you will get to design a weapon (or other item, such as armor or a vehicle). Then, you will get one chance to revise that design (or another existing one) before it goes into production. Then you will get a report on your weapons' performance, and the next year will begin.
Here is the current state of Moskurg's army:
Weapons:
-Horsekiller: General infantry weapon. A breech-loading rifle with a long 60-inch barrel, which fires enormous 60 caliber rounds. Has great stopping power, middling accuracy with iron sights, and is heavy and cumbersome, including a bayonet. Famed to stop a horse in one shot, regardless of where it hits. Rounds will go very far, and can still kill far after they become inaccurate. This is useful when fired as a barrage.
-Horsekiller Carbine: General infantry weapon. A shorter variant of the Horsekiller, used by cavalry while riding horses. It has the same stopping power, but average weight and poor accuracy. Does not include iron sights.
-Five-Shooter: General infantry sidearm. A five-shot revolver firing large 30 caliber rounds. Single-action, with a lot of kick and trigger pull, means it has poor accuracy, but good killing power against infantry.
-Sawed-off Shotgun: General infantry sidearm. About half of soldiers use this instead of the five-shooter. Fires twice before breech loading, very effective at short range, ineffective otherwise. Poor armor penetration. Uses 12 gauge shells.
-Scimitar: Officer sidearm. Elite soldiers receive a scimitar, a deadly curved sword which can be used on foot or horseback. Of course, requires getting close to the enemy.
Technology:
-Imperial system. Inches, feet, miles, pounds! And especially calibers and gauges.
-Forged blades. Swords are a specialty!
-Breech-loading
-Revolvers, Single-action
-60 caliber bullets. Just enormous for small arms! Excellent stopping power. Loud, hot, and kicks hard.
-30 caliber bullets. Still really good stopping power, but much easier to control.
-Hot Weather Engineering. Moskurg-made equipment is designed and tested in the hot desert, and does not become unreliable due to hot climates and sand.
Soldiers:
-Fierce: Moskurg soldiers have an advantage in melee combat and close quarters.
-Uniform: Moskurg soldiers wear flowing blue linen with a scimitar stitched onto the chest. Comfortable in the heat, does not stop bullets. Or rocks.
Transportation:
-Horses: Moskurg soldiers are skilled cavalry, and ride close to the enemy to use their inaccurate weapons and swords.
-Model 51 Steam engine: A Moskurg invention definitely not stolen from Arstotzka. Large shipments of ammo, resources and supplies are moved by trains pulled by one or two of these engines. Has a bad habit of overheating, occasional boiler explosions.
-Some civilian automobiles are available which may be requisitioned for military use, if necessary.
Resources:
1 Research facility. You may initiate 1 new project each year.
1 Ore. Large weapons are Expensive.
2 Oil. Products which use more fuel than a car are Expensive.
Remember: We only have enough staff to draft one new design this year. Then, we get one chance to revise that design (or a different one) before going into production.
What shall we design, engineers?