Turn 4 Design Phase ResultsSA-5 Plasma, Infantry, Rifle
Our makeshift Rifles have served us well over these past years against the various beasts, but now is not the time to look upon the past. Now we look to the much brighter (literally) future.
The SA-5 PIR is a bullpup with the "power plug" built in the stock underneath barrel, and is much shorter than its cousin the SA-4, coming in at 80cm long with a 70cm barrel. Another difference is that it has 4 fire modes, Stun, which is basically just lifted straight from the pistol, low power firemode, which is roughly equivalent to our rifle rounds in terms of penetrative power, High power firemode, which is roughly equivalent to a AP rifle round in penetrative power with a bit more stopping power, and finally Anti-Materiel firemode, which is basically a slightly weaker version of the Gungnir's high power mode.
The SA-5 can be powered by the PAMR's batteries, the PAMR's large generators, or a newly made small generator roughly the size of the PAMR's battery. The batteries can support 60 low power shots, 30 high power shots, and 2.3 AM shots. The Large generator allows effectively unlimited ammo and doubles fire rate to 600/300/45 RPM, and finally the small generator also allows effectively unlimited ammo but doesn't increase fire rate.
We've also developed several attachments for the SA-5, a variable 1.5-4x scope derived from the PAMR's scope l, backup iron sights, a side mounted launcher for rifle grenades (basically just the earth rifle's barrel and reciever, but somewhat shorter with a better powder charge in the blank), and a bolo bayonet based on one we stole borrowed from a museum, the bolo bayonet being a bayonet/brush clearing tool, and more surprisingly functional dual purpose gear.
Easy (7 + 10) +1 = 18 (Unparalleled)
[GM's note: The PAMR Gungnir was a design-like revision, and this feels like a revision-like design to me - you guys have this backwards!]
While the SA-5 is a smaller gun than the Gungnir, it is capable in a pinch of fulfilling the same general role, though the Gungnir still fills the role better. But as infantry guns to be deployed more widely, with a more general purpose role and less of a sniper role, the SA-5 is a better fit.
It is capable of stun, using little power and firing quickly, paralyzing anyone it hits and briefly disrupting electronics. It is capable of ramping up to low fire power, which shoots fiery plasma balls capable of penetration roughly as far as a GPMG round, and to high power mode, which is stronger against armored infantry, and similar to the Gungnir's low power mode. Then it has an anti-materiel mode, which is almost as strong as the Gungnir in high power mode, but not quite.
Likewise, it uses the same batteries as the Gungnir, and introduces a new battery-sized generator for both itself and the Gungnir for perpetual fire without the increase in speed both benefit from using the larger generator.
It also includes rails so that various attachments can be added - the PRG, a variety of different scopes which can be used, or a bayonet.
In all, it's slightly less powerful than the PAMR, but fills a more versatile role. The PAMR will still see much use, as even it's low power mode is stronger than the SA-5's high power mode, but as an infantry weapon, the SA-5 is better for being more widely distributed. We can't give it to all our troops, as it costs the exact same as the PAMR, but most squads will have one or two.
RCBD/R Rayleigh Confederation Battle Dress/Rig
Some entrepreneur, a Siegfried Wagner from Abbera, has recently unveiled a powered exoskeleton they call a "rig". While the the exoskeleton itself is fairly unimpressive, it's control system has piqued our interest. It uses a noninvasive MMI linked to a small computer to give the user unprecedented control of their (barely useful) exoskeleton, with a HUD being beamed directly into the user's brain to give them important information such as "have I overloaded the suit" (they probably have) and "do I need to perform maintenance" (constantly). After examining one model, we've concluded that while the computer is certainly of human make, the MMI is clearly not, and frankly the fact he managed to kludge them together is impressive in its own way, so we've put him on payroll and set him up with actual materials to make a military grade suit. (-1 AC) GM's note: All I could find for this acronym is Alien Credit, so that's what I interpreted this as.
The most important part of the Rig is of course, the midsize generator used to power it placed at the back and underneath the outer two layers of armor. The second most important part is the MMI and basic tactile sensor network that allows the user a surprising amount of dexterity, as they can feel how much pressure they're applying and avoid accidentally crushing anything. The third most important part of the Rig is the actual exoskeleton, with servos that provide 2-3x human strength and can move slightly faster than a human, though not as agile.
The fourth most important part is the armor itself, being made from three layers, the innermost layer being kevlar/UHMWPE, the middle layer is the same Ceramic we use in the Achilles, and the outer layer is more kevlar/UHMWPE. While the armor does have gaps without Ceramic around the joints, the kevlar/UHMWPE covering provides very good protection, as we've seen with the Paris non-vital armor. The more miscellaneous pieces of kit include an armored gas mask built into the helmet, a basic monocular NVG, a rigging to carry a large generator among other things, on the back, an internal cooling system (no heating system was made as it's already heavily insulated), and a "smartscope" that uses our universal scope rail connects with the MMI and beams a targeting reticule directly into the user's brain.
The RCBD/R is to be used as a hammer against enemy defenses, as it can eat far more punishment than a regular infantryman while being a far smaller target than a vehicle. It is to be accompanied by a support infantryman whose job is to carry all the miscellaneous stuff the Rig user needs carried.
Very Difficult (4 + 5) -2 = 7 (Poor Performance), Using Alien Credit
RCBD/R is a small, armored walking rig, adding nearly 2 feet of height to the wearer. As exoskeletons go, it's not as good as science fiction would have you believe armored exoskeletons of this size are, but better than we had on earth before the abduction. It allows the user to move faster, lift heavier things, and endure tougher conditions, but if one extends oneself too far it could potentially injure the wearer. Thanks to the Mind-Machine-Interface reverse engineered, the machine will automatically stop you from surpassing most of your limits, thus not tearing off your arm if you raise it too high too fast, but use of RCBD/R does feel like an intense workout as it pulls at your muscles much harder than something not pneumatically powered.
As played out in the design schematics, it's three layers of armor, in different amounts of flexibility, density, elasticity, and other attributes that go into making an armor good armor against different styles of attacks, do fit comfortably around the wearer. It even includes the "miscellaneous" parts such as gas mask, cooling systems, and putting a reticule directly into the user's mind. They can't be turned off or removed, so that's a small issue, but at least the cooling system can be turned down.
However, something tells you that the servos shouldn't be making those noises all the time. They wear down and break due to stress frequently during use, causing the machine to seize up, so it's recommended they be carried into battle and then activated there, rather than marching in them. The armor, too, rubs against itself and wears down slowly, making it less effective. The kevlar frays, the ceramic is slowly sanded away, and the other miscellaneous materials weren't designed to operate so close together as moving parts. That's not to say a RCBD/R isn't effective when deployed - it's just that to save on maintenance costs, we suggest we save their deployment for the charge, rather than using them all the time. Carrying them on Mules is recommended.
It costs
4 Ore and
3 Oil in construction and maintenance costs.
Transport Capacity: 1/1 (
1 Oil available)
Resources: 2 Ore,
2 Oil (1/1 imported)Credits: 1 Research Credit, 1 Design Credit. Note: Next design phase, GM owes one helicopter.
Weapons- Makeshift Earth Rifle (Cheap): Based on designs from home, cobbled together from native materials with remaining architecture. Mediocre accuracy at Long Range, good Accuracy at Medium. 1 Ore
- SA-2 GPMG (Cheap): General purpose machine gun, automatic fire (in bursts or continuous) only, accurate at Medium and Short range. 2 Ore
- Scrap Pulse Pistol (Cheap): Barely understood alien tech you were able to reconstruct after some difficulty. Firing modes basically break down into "Painful Burns", "Stun", and "Seriously Maim"; no "Kill" mode, though enough exposure to any of the three modes will do it. It's battery powered but the pulses of hot... stuff (maybe plasma?) use a lot of energy. Accurate up to short range, prone to malfunction. 2 Ore,
1 0 Oil - M-14 Plasma Anti-Materiel Rifle "Gungnir" (Expensive): A high powered weapon, capable of sniping with a few shots with only a battery, piercing through armor on lower power, or decimating it on high power; using the higher power mode uses the battery faster. Can be attached to a generator, giving it more shots, and a rapid fire mode (not as fast on high-power, but fast enough). 4 Ore, 2 Oil
- SA-5 Plasma Infantry Rifle (Expensive): A more well-rounded general use weapon than the Gungnir, uses much of the same design. Has Stun, Low, High, and Anti-Materiel modes, High and AM modes being just slightly less powerful than the Gungnir's Low and High modes respectively. Uses the same batteries too, and introduces a smaller generator that can fit in the battery slot for perpetual usage. 4 Ore, 2 Oil
- Plasma Rifle Grenade (Expensive): Throws up a huge pulse of ionizing energy, and lots of heat. Causes acute radiation sickness, but the range leaves much to be desired. It's "hair trigger" problem has been solved, and the launcher now has the same ammo selection as the Artemis - though both yield levels are slightly lower than the Artemis. 2 Ore, 2 Oil
- M11 200mm Mortar "Artemis" (Expensive): Takes three men to carry and fire, but the 5 varieties of warhead are versatile and effective. Plasma, like the PRG, is almost a mini-nuke. High Explosive doesn't have the radiation problem, but the yield is still worrying. Incendiary can burn through the ground around it, and the Star Shell creates many little smokey beacons that illuminate nearby enemies. Also has lower yield versions of each, for closer range combat. Accuracy has been improved, and can be improved further by carrying a slightly heavier carriage. Somewhat poor accuracy at long range, slightly better at medium. 3 Ore, 2 Oil
Vehicles- M12 2.5 Truck "Mule" (Expensive): After an embarrassing display of overcompensation and some refits, a reliable and robust truck, fit for transportation of liquids, solids, or troops (which could be considered both). Provides 1 TC, up to 2 upon reaching Cheap. 3 Ore, 2 Oil
- RCBD/R Rayleigh Confederation Battle Dress/Rig (Very Expensive): An armored exoskeleton, improving the wearer's strength and speed, and using a Mind-Machine-Interface to control it's movements and assist the user in aiming. Feels like a workout to wear, and wears down and malfunctions often enough that deployment outside of a fight is not recommended. 4 Ore, 3 Oil
OtherStandard Uniform: A plain uniform with very little decoration or utility. There is a space for rank insignia, and some colored markings but it's rather plain.- RCBD/S mk. II: Functional uniform, with a webbing vest practically anything can be attached to, five varieties of camouflage that seem to work with all weather gear, a practical ceramic helmet, and polarizing sunglasses. The "Achilles" vest underneath protects vital organs, and the optional "Paris" set protects extremities. Also includes lights and filters. A good uniform with decent protection.
- Fear and Loathing BCEE (Expensive): A kit with about 200 meters compressed concertina wire, a multipurpose entrenching tool, two Ted Torpedoes for clearing obstacles, and a straight up Claymore. 3 Ore 2 Oil; the wire and entrenching tool count as Cheap.
- Prometheus-Series Microfusion Reactors (Cheap to Expensive): Cheap, renewable, constant fusion. Will implode if deliberately sabotaged due to lax safety measures, but seldom ever happens. Reduces oil used to produce energy, where applicable - current costs means that this is cheap for infantry designs and reduces oil used by the pulse pistol by 1. 2 to 4 ore depending on size.
Infrastructure- A.P.E.S.H.I.T A reformed school with a database where engineers pool their knowledge, train future generations, and manufacture new technologies. Boosts engineering research by making things less difficult.
It is now the turn 4 revision phase. At the end of this phase will be the judging of the second lore contest for a Research Credit, and turn 5 will be the first with a combat phase.