With the ceremony over, the soldiers unceremoniously part for their 12 hour leave. Many of the men quest forth to seek out the last drops of liquor in the town taverns. Others enjoy the hospitality of the civilians. Still the more diligent prepare for the next fight rather than enjoy their last hours of peace. Gilliam has set up an underground gambling ring in a now emptied bunker, hoping to make a profit from both the regiment's soldiers and the local PDF. Alrin takes his duty to keep an eye on Bahzil seriously and follows him around to make sure he doesn't spontaneously transform into a rift that summons a horde of demons to devour the world. Havir is participating in a local ballgame between your regiment and the PDF forces. It involves getting a ball through a hoop in a tree using nothing but your feet. The Knights tend to be more athletic than the conscript PDF, but the PDF know the game better giving them a clear edge (at least for now). The Prince and his retinue plan the path of attack and work to establish a better communication network with the locals.
Go requisition a proper autocannon for our siege tower, then.
The Multilas seemed to have performed admirably in perforating the tren, and Eltiazh doesn't have any opinion of heavy weapons, but that guy says it's a good idea and that other guy says that real bullets are better than lasers. And Eltiazh doesn't mind doing some paperwork.
Currently the Logistics office is setup in a Prefab on the edge of town. Anyone can tell at a glance that the building is foreign to this world, and gear is traveling back and forth through its doors at rush hour pace. You can see they have connected it to the local power grid to refuel the spent laser beams. Inside it is essentially a warehouse with shelves filled with Imperial Guard equipment. Manning the front desk is a young woman, from a world you are unfamiliar with sent here by the Department Munitorium. You wait in a single file line until your turn comes up.
She takes your Autocannon request and unceremoniously hits it with a rubber stamp and puts it in a pile. She then hands you a stub and has you wait in a second line.
At the end of this second line you turn your stub in, and a young local man brings you a 200 liter drum. "Be careful with that acid miss. This stuff will tear the hide off an Ork for sure."
If we're fighting at night, we might need to do something up close and sneaky. And my carbine sucks for that.
Requisition a gun good for point-blank range.
(Dunno if a combat shotgun or an autopistol would be better. Combat shotgun looks better, but there might be issues with weight or readying the weapon when needed.)
You wait in line trying with your half-finished requisition sheet wondering which gun is right for you. There are plenty of options after all.
Autopistols can be wielded one handed. So can your las-carbine with some difficulty. If you are in a fight you could potentially wield-or even fire-both at the same time. You would have a harder time hitting than normal but if you're planning on being at point-blank range it wouldn't matter anyway. Autopistols will have better damage potential at long ranges where the shotgun can't hit, and can be used to suppress enemies more effectively as an automatic weapon. As a pistol you can also use it in a melee fight, if you don't feel like using your bayonet. Still they have less ammunition and are less likely to get past the Ork's thick skin.
A combat shutgun can do some major damage if you stick it in an Ork's face and pull the trigger. You saw that the locals have shotguns too, so you can probably get your hands on some slugs for longer range shooting pretty easily. Since they had armor piercing ammunition they might have something more
exotic for shotguns too. In the end they'll hit harder and be easier to hit with, but if an Ork survives and starts hitting you you'll have to switch to something melee to hit them back.
In the back of your mind you also ponder other options. Flamers can be very effective at close range both against Orks and vehicles, and you could potentially get an Exterminator cartridge to add to your weapon instead of getting a full flamer. You also remember that you're well trained with lasguns. If you switch your Carbine to Overloaded you'll do more damage than a shotgun and get more hits at anything further than point-blank range. You could always get an upgrade to it instead!
Hmm.
Requisition a Combat Shotgun
In the end you decide a Combat Shotgun is perfect for you and you finish the form. You hand it in, get it stamped, and get a stub as the Nurse had. After waiting through the second line you hand the stub in and get a crate. You open it up to great your new shotgun!
But instead facing you is a crate filled with 20 grenades. 5 are armor-pricing Krack, 5 are smoke grenades, 5 are fire bombs, and 5 are frag. Enough for the whole squad but not exactly a close-combat weapon.