Stirk, from the time it's taken to get this far, I don't think votes are changing. *Hint, hint*. I won't be bothered if you were to roll the design
I really just want to see what it does.
Fair point.
2 Prom-S.A.-8-2 "Unobtanium" Battle Rifle (RAM): RAM, Draignean | http://www.bay12forums.com/smf/index.php?topic=164218.msg7464933#msg7464933
1 ABC Scrambler Grenades (Madman198237): Madman198237| http://www.bay12forums.com/smf/index.php?topic=164218.msg7466560#msg7466560
1 "Shubbun" close assault gun (crazyabe): crazyabe| http://www.bay12forums.com/smf/index.php?topic=164218.msg7466570#msg7466570
0 The "Merry Flippin' Christmas" ABC and SLUDG combo grenade: | http://www.bay12forums.com/smf/index.php?topic=164218.msg7466714#msg7466714
1 The SG-1 and SG-EN-1 "ElectroNet™" round: Hibou | http://www.bay12forums.com/smf/index.php?topic=164218.msg7466771#msg7466771
0 Helmet Compatible Transparent Imaging: | http://www.bay12forums.com/smf/index.php?topic=164218.msg7464835#msg7464835
The science is done, and you made a neat gun! The Prom-S.A.-8-2 "Unobtanium" Battle Rifle is the winner, pulling ahead by a single vote!
A heavy bullpup assault(battle?) rifle optimized for accuracy while employing an 8x50mm round. Utilities hyperburst, 2 toggleable 20-round magazines, battlespike, under-barrel 24mm 4-round shotgun, holographic sights, fixed stock, and a cupholder.
Initial ammunition types include soft hollowpoint and soft with a hardened penetrating core.
Utilities a "shifted blowback pulse" system to produce an extremely rapid two-round burst. Also features full-auto.
Magazines are inserted into a conveyor that can be cycled using a bolt on the external side. This allows the magazines to be switched rapidly, permitting rapid switching between two ammunition types or replacing an expended magazine while the weapon is still loaded with a full magazine. This system is made sturdy to prevent mistakes.
The magazines are inserted underneath with a slight offset towards the internal-side. The two magazines together, combined with the internal preference, does make changing magazines a bit awkward, but the other magazine can act as a guide, aiding in blind-reloads.
It features a oair of short, sturdy spikes projecting from either side of the barrel. These can be used offensively but are also useful for anchoring the rifle to a soft object to steady it when firing, or to hold it against a single piece of the target's anatomy to unload a whole magazine into the same hole...
At the front is a downward-projecting grip which contains a manual-loaded ammunition feed for a bottom-fed semi-automatic 24-millimetre shotgun. The default round of which is 8mm steel balls. This is primarily for destroying soft tissue or deterring a nearby threat.
Comes with a standard holographic sight and fixed stock.
Features a collapsible horizontal ring midway along the interior edge. This can be expanded to hold spare magazines, shot-bandoliers, or a covered beverage.
Effectiveness: 1 Very Low
Cost: 8 High (70R)
Complications: 2 (Unreliable)
(The RNG hates you guys)
Times are still hard for the design team. The gun suffers from poor reliability, it often jams before a single magazine can be unloaded if utilizing automatic fire. If utilizing the hyper-burst fire, it jams even faster, with poor bolt timing often leading to the first shell getting stovepiped before the second shot can be fired. The underbarrel shotgun and bayonet-theoretically the salvation of soldiers with jammed guns in need of firepower quick-also suffer from quality issues. The shotgun often fails to fire, and the spikes have a habit of breaking off in their target. Finally, its over budget. Ignoring all of its issues, it is an accurate rifle. When fired in single shot (especially properly braced with the tool) it is significantly more accurate than the current models. The jams are also simple to clear. Its suggested that it may prove superior to our current armaments as long-distance confrontations.
80R
Current Designs:
M4 Carbine: M9 Handguns: Interceptor Body Armor: M67 Fragmentation grenades
Low/Free/None.
Standard starting equipment. Some researchers theorize that the equipment you receive is old, damaged, or even sabotaged by enemy infiltrators. If true, than even producing clones in house would lead to more efficient weaponry.
SD1 "Oversight"
A basic handheld device with a small monitor attached to it. The device uses a combination of radar, infrared, and other techniques to locate other entities in the rough direction where it's pointed at. Anything detected shows up on the small monitor. The device is small and can be easily stored by anyone.
This device can be used by anyone and can be flicked on, improving our teams' spatial awareness at all times and keeping them from being caught unaware. It's recommended that multiple people get it to provide redundancy, but otherwise one person can operate the device while the rest have their weapons equipped, and the device can easily be stowed if needed.
Very Low/20R/Fragile, Weather Weak
A heavy bullpup assault(battle?) rifle optimized for accuracy while employing an 8x50mm round. Utilities hyperburst, 2 toggleable 20-round magazines, battlespike, under-barrel 24mm 4-round shotgun, holographic sights, fixed stock, and a cupholder.Initial ammunition types include soft hollowpoint and soft with a hardened penetrating core.Utilities a "shifted blowback pulse" system to produce an extremely rapid two-round burst. Also features full-auto.Magazines are inserted into a conveyor that can be cycled using a bolt on the external side. This allows the magazines to be switched rapidly, permitting rapid switching between two ammunition types or replacing an expended magazine while the weapon is still loaded with a full magazine. This system is made sturdy to prevent mistakes.
The magazines are inserted underneath with a slight offset towards the internal-side. The two magazines together, combined with the internal preference, does make changing magazines a bit awkward, but the other magazine can act as a guide, aiding in blind-reloads.It features a oair of short, sturdy spikes projecting from either side of the barrel. These can be used offensively but are also useful for anchoring the rifle to a soft object to steady it when firing, or to hold it against a single piece of the target's anatomy to unload a whole magazine into the same hole...At the front is a downward-projecting grip which contains a manual-loaded ammunition feed for a bottom-fed semi-automatic 24-millimetre shotgun. The default round of which is 8mm steel balls. This is primarily for destroying soft tissue or deterring a nearby threat.Comes with a standard holographic sight and fixed stock.Features a collapsible horizontal ring midway along the interior edge. This can be expanded to hold spare magazines, shot-bandoliers, or a covered beverage.
Current Equipment:
2 Oversights
1 Zombie Corpse (Damaged)
5 Zombie Corpse (Heavily Damaged)
Two Skeletons (Damaged)
Two Skeleton Shields/Swords/Helmets
Current Enemies:
Zombies
Anemic green humanoids, typically with visible injuries that would normally disable a human. The field has shown them to be highly resistant to damage to anywhere that isn't the head. Slow, shambling, and weak they are no danger to our soldiers in open combat. As such they seem to prefer ambush tactics, and are apparently numerous enough that overwhelming numbers might become an issue in the future. The nature of their weakness means that most zombie corpses will not have intact brains when recovered, however it also means that "live" subjects will relatively simple to obtain. Soldiers are already planning to dismember a subject, and will attempt to do so if the mission is fully under control.
Skeletons
Human skeletons, often scratched and damaged. Field testing has shown them to be highly resistant to damage at all points on their body. It seems that they can only take so much damage before collapsing into a pile of bones (which primary testing has shown to be completely mundane). More interestingly, it seems that an invisible force is manipulating it like a puppet. Something is shown retreating from a skeleton on their "death". It can apparently leave the skeleton before death at will, and appears to have been used as a sort of scout for ambushes. They are all accompanied by a sword, shield, and helmet.
Current Technology:
S.L.U.D.G
(Semi-Liquid Uniform De-mobilization Glue)
The idea is that it's a cross between spray-able foam insulation and rubber cement. It's a two-step process, featuring one solvent with a special polymer inside stored in one container and another catalyst stored in another. These two are combined in a mixing chamber where the catalyst begins to neutralize the solvent, reducing its solubility. This also produces heat, which in part reduces the strength that the polymer chains have leftover. This mixture is them sprayed out of the nozzle, where the polymer chains cool and as they are no longer held in stasis inside the solvent they reform quickly into long, strong chains that form a thick ooze on whatever the mixture was sprayed on in a matter of seconds. The neutralizing solvent sprayed along with it releases gas bubbles as it undergoes the process, puffing up the goop until it expands and cools into a strong, stretchy foam that can hold a person and possibly something stronger in place where it stands.
The end product is a goop that can be transported in a liquid form and can undergo a chemical reaction on demand that can turn it into a foam that expands and then hardens or at least thickens very quickly as to immobilize whatever it's being fired at. This design hopefully can create a foam that will be strong enough to immobilize something with the strength of an average human, but later versions could up the ante to hold down something bigger like a werecreature or moving vehicle. Having a backup chemical that can dissolve the SLUDG is handy, but not necessarily required so long as the soldiers understand not to point the gun at eachother.
It is now the
production phase!