As it stands, there's not much to improve with the AMCA that doesn't require overhauling infrastructure we don't have. What is rather clear, though, is that having our soldiers need to shift around the gun to load it like an ancient musket.
Thus has been added a relatively thin, locking breech at the back of the weapon. It doesn't need to be very strong, considering that the recoil is moreso directed into the body of the AMCA than the actual back of the chamber. Hopefully not a significant issue for production, it will still significantly increase the usability of the AMCA.
Difficulty: Normal
Result: [1 + 3] → 4
Below averageWe have ruined the perfectly good AMCA through the addition of a breech-loading mechanism. It’s… It’s just a little iffy. It only sometimes correctly loads the round, and sometimes must be corrected with a lot of fiddling. It’s still miles faster than breech-loading, but it's a frustrating experience. The breech-loading system was relatively crudely added, due to the simple fact that the weapon simply cannot be lengthened infinitely without becoming too bulky for use, but with only an extra inch of length, the weapon is still serviceable for all combat operations.
DesignsTransportation Capacity: 2 [1 used]
Resources: 1 Minerals, 3 Energy
Weapons
Salvaged Weaponry: Most scouts and some veteran personnel managed to get their hands on hand-crafted or pre-annihilation weapons that use a variety of methods of delivery. Logistics for these variable effectiveness weapons will be a headache until a standardized loadout is made. A vast majority of these weapons are lovingly crafted by the scavengers, and as such are chemically accelerated. The few energy weapons in this mix are terrifying examples of what was our might, but we do not yet have the technological nor industrial might to recreate them, or even put them back together if we dismantle them. (N/A)
18mmx1.V(Variable) Anti-Material Coil Accelerator- Breech Loader: an Antitank Rifle with an unparalleled ruggedness. Using a coiled magnetic system to fire, it is able to be fielded with munitions prepared in the field, requires a tripod or an exoskeleton to wield. Standard loadout is 30-40 shots worth of fire. Semi-Automatic requires about 3 seconds reload the weapon unless its breech-loader fails, then it is a frustrating time to reload it.
[Expensive/Very Expensive, 2+2 Minerals, 3 Energy]
Misc. Equipment
Survivalist uniform: Our troops are issued all the equipment they need to, in theory, survive the toxic air and deadly cold of some parts of the city. Given in the form of whatever can be found, but the standard is a gas mask and a coat in our colors, a Purple-ish coloration.
Infrastructure
RESU: The ultimate in standardized battery production, an evolution of the Protobattery into a scalable system from anything from handheld to logistical systems. (1 Energy + 1 Energy, requires 1 TC)
Sky-Thread Base: One of the “lesser” achievements of our species exists in our territory, the amputated space-elevator is in the center of what was once the world's largest mercantile sector. Although the miracle of the thread is long gone, it’s surrounded by dozens of armatures and cargo unloading hardware that has been jury-rigged into transportation in between the jagged buildings of the Elorious.
PressGanged Cargo Loaders: Heavy, disposable vehicles designed to move cargo to the front, these vehicles are descendants of Thread-Base hardware for moving heavy goods, and use their bulk and armor plating to make rubbled areas traversable. Sometimes deployed on the front lines as an unauthorized Armored Personnel Carrier. + 2 LAND TC
[Expensive, 3 Minerals, 2 Energy]
Event: Machines of the Ancients
In the depths of the Arcology, there are only two constants.
Everyone is surrounded by the detritus of a building that had once encompassed an entire land, and walls, ceilings and trappings of a crumbled civilization are always present.
Everyone avoids Battle-Frames.
They are silent, varied in purpose and always merciless.
Sometimes, they take on the form of a massive, byzantine war-machine, with counter-measure after countermeasure on top of a mountain of guns and armor, which walks the land and burns anything that dares to stir.
Other times, they are the knives that gleam in the darkness.
Regardless, Their presence often signals the beginning and end of combat.
Your respective hierarchies have politely, firmly requested that the development of equipment that subvert this, and too keep combat going regardless of the presence of these horrific machines.
You are given
one [1] additional
design to create something to battle the Battle-Frames influence on the battle-field. There are quite a few types of BattleFrames, from gigantic killing machines, flying drones of both RECON and lethal varieties, “Infantry” units, automated turrets, as well as other more obscure systems.
Hacking of any form will not work. Disabling a Battle-Frame usually results in reinforcements being called. In a few cases, there has been the deployment of either over-the-horizon munitions or orbital weapons being deployed for when major conflicts occur. They usually patrol the same routes, although they sometimes dynamically route around obstacles or call in for engineering support if it requires it. The Metro Authority has its own brand of battle-frames which it uses to keep its slice of pie in the city running.
Sometimes, they sing a curious little melody on tinny speakers, with words entirely of the old language.
The winner, the best design for avoiding these machines will get a
design credit for
[Exosuits & Robots]. Both designs will be deployed to military and "civilian" personnel, and as such will be revealed to the respective enemy through observation with reconnaissance forces, unless such a design is made for purely military operations, then it will have a disadvantage in completing the requisites required to get the research credit. Winners will be decided by the beginning of the next Design Phase, The Design that is with the most votes will be entered.
It is now the
Design of Cycle -.75. Next phase will be Revision.