Turn 3 Revision Phase ResultsTransportation Reliability Improvement Project
The Mule is... well it's something, but it could be fairly decent with a bit of work, so we've see at out to fix it's most glaring issues.
Firstly, we've replaced the suspension system with a less "robust" model which shouldn't cause it flip over randomly (and saves us a good bit of metal.) and replaced various low quality components with more reliable versions. Secondly we've cutout most of the worthless faff that got added on, like the oversized tires and 3 extra sets of mirrors. Finally, we'll work on the engine to get a bit more mileage out of it.
Very Easy (10 + 5) +2 = 17 (Masterpiece)
Refitting existing Mules coming off the line, and building any new Mules to the same standard, is very quickly done; Gone are the overcompensating jacked up suspensions, the blinding clusters of mirrors, the oversized tires and the obnoxious La Cucaracha horn (which was only discovered when refitting them; good thing they weren't tested in front of the generals). The Mule with Trip fix is an actually functional vehicle, nay, a monstrously effective one.
For troop transport, suddenly it becomes a smooth ride. For oil or water, it's suddenly safe, and doesn't lose more than half it's cargo by flipping over so frequently. And the same goes for the cargo bed model.
The engine remains a hybrid model, but has been scaled down from a X44 shape to a saner V8; Freeing up cab space by having a smaller engine that uses less fuel to go much further, and cargo (or crew) space by not needing 60 different sizes of wrench and six jacks just to maintain it on the road. It's also less prone to overheating, or sucking large insects or small mammal-ish aliens into the intakes and backfiring. Improvements to suspension make it more durable, and completely eliminate the "spontaneous inversion" problem. You could even ramp it off a cliff now and as long as you landed upright you'd be fine.
The nickname of "Low Hanging Fruit" stubbornly persists, just due to the improved model's predecessor, but the new and improved vehicle doesn't even resemble the namesake; it sticks particularly because some drivers love to rev the engine and listen to the deep bass growl that results, promising danger delivered on four wheels. While it's still unarmored, it is a very reliable way to get troops where they need to be now; far faster, more fuel efficient, and it can turn around quickly and avoid being fired upon while depositing troops.
The improvements have reduced it's cost, to
3 Ore and
2 oil, making it only Expensive.
M14 Plasma Anti-Materiel Rifle Gungnir
While the Sujian dogs didn't seem to have any real armored elements when they first came against us, we can't be sure that they simply didn't want to show their full hand, and we have no idea what the commies have been working on. Thusly, we've started development on the M14 "Gungnir".
Coming in at 190 cm long the "Gungnir" is a beast of a rifle. 120 cm of that is taken up by it's magnetic coils which greatly increases the density and velocity of the Plasma bolt. Thusly increasing penetration to the point were it can reliably deal with lightly armored vehicles in its low power fire mode. We've also shrunk firemode selection down to two, with a low power fire mode and a high power fire mode which is capable of penetrating 100mm RHA. The stock has a plugin for either a battery or a cable connected to a large microreactor. The former allows five shots on low power mode and one shot on high power mode, and the latter allows effectively infinite shots, but RoF is limited to only 120 RPM on low power mode and only 45 RPM for high power mode (though constant use may cause overheating). Naturally, we've decided to include a simple 4x optic and backup iron sights, which should allow it to accurately hit vehicles (and cavalry) out to long range, as well as both a bipod and tripod mount. The bipod preferably will be used with batteries and a two man crew, one "sniper" and one sentry/spotter, and the tripod preferably will be used with the microreactor and a three man crew, one gunner and two guys to carry the reactor
Difficult (10 + 5) -1 = 14 (Above Average)
The 190cm long Gungir (debates on whether this is the best name for this weapon are ongoing) is a terrifying machine of destruction. While considered a low rate of fire by it's creators, it's 120 rounds per minute "low" firemode still fires off two armor piercing shots a second. This effectively lets it's users rake a large target, or follow a smaller one with bursts of fire; at least while hooked up to a generator. The gun includes automatic and semiautomatic firing modes, in addition to it's two energy modes. The higher energy, slower firing "high" energy mode envelopes the lower power shot in a carrying singular wave, a package of energy that ablates and burns away as it propels the inner slug of plasma into the armor of whatever it strikes, doubling or tripling the thickness of armor it can pass through, and leaving a much wider hole of molten material. The lower power shot, or the inner shot on high power, dissipate faster than the high power's outer layer, but even when it doesn't penetrate all the way through will spread through a target, shorting circuits and interrupting nervous signals.
When powered by batteries, the number of shots is a little more than asked for. It manages 7 shots on lower power, or 2 with higher power.
Like the Artemis, the Gungnir AM rifle can operate in two and three man crews - two for battery operation, with a spotter and a sniper, and three for generator operation, with the two operators not firing alternatively spotting, or helping relocate the gunner and generator. It's not an infantry weapon, but as a supporting weapon, as a sniper rifle or ambush weapon, or really in any role except a mobile single-person one, it excels. And the infantry have the SA-2.
There is no indication when the barrel inside the magnetic coils is getting too hot; however, as it heats up, so too does the grip, so a warm grip is a good indication to stop firing for a while. This warning can be ignored, though, as the barrel doesn't get hot enough to melt down until well after the grip gets hot enough to permanently disfigure the shooter's hands. It does, however, get hot enough that when it's uncomfortable to use, shots become distorted and inaccurate.
This weapon is mostly expensive in it's barrel construction, the magnetic accelerators using more material than a conventional rife. It costs
4 Ore and
2 Oil, making it Expensive right now; this is very likely to become more readily available once we get access to more raw materials. Support with a Microfusion Reactor added to it is Very Expensive, for now.
Transport Capacity: 1/1 (
1 Oil available)
Resources: 2 Ore,
2 Oil (1/1 imported)Credits: 1 Research Credit, 1 Alien Credit
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
- 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
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 design phase. This will be the last prewar turn with two designs and two revisions, and at the end of the turn will be the judging of the second lore contest for a Research Credit.