by Cthulhuvong Thu Jul 21, 2011 2:01 am
Advanced Combat Rifle
A progressive development of the Assault Rifle, the advanced combat rifle (ACR) fires either a high explosive (HE) bullet at 900 meters per second or a discarding sabot (DS) at 1,200 meters per second. A magazine containing 40 rounds of DS and 10 rounds of HE is inserted into the underside of the weapon behind the pistol grip. The weapon may be fired either automatically or semiautomatically (as with the assault rifle).
What makes an ACR different from an Assault Rifle is that the ACR uses ElectroThermal-Chemical (ETC) charges to fire its caseless rounds. This makes the rifle require a battery, normally stored in the butt of the ACR. This battery ignites the charge in the caseless propellant and launches the round out of the barrel.
Standard equipment includes an electronic battlefield sight, which incorporates both light amplification and passive IR, visual magnification, and a laser rangefinder which may also be used as a target painting device. The weapon is also gyroscopically stabilized during firing. A sling is provided along with the weapon, and the muzzle of the rifle includes an integral flash suppressor and an adaptor for launching a RAM shoot-through grenade.
The ACR is the standard weapon for most military forces. The ACR909 is the standard model for all United Federation military and associated forces. It is also the #1 selling ACR to colonist forces. It uses a standard 7mm caseless ammunition, with the standard rounds being discarding sabot covering a 4.5mm tungsten/iridium core for optimum penetration.
Rocket Assisted Munitions
An advancement on the design of grenade launchers, the Rocket Assisted Munition (RAM) is an high explosive (HE) or High Explosive Armor Piercing (HEAP) round similar to a grenade. When loaded and then launched from either a stand-alone lanucher or attachment to a weapon, the RAM round launches and then once 3 meters from the barrel the rocket ignites and the explosives arm. The rocket gives this a range of over 150 meters.
Assault Sub-Machine Gun
The Assault Sub-Machine Gun (ASMG)is a derivative of the ACR, and is basicallly a carbine version. It carries 20 of either DS, HE or Frangible 7mm rounds. The main weapon used by boarding parties in ship-to-ship action, it uses the same ETC technology as the ACR, reducing recoil. During such boarding actions, only the frangible rounds are used, otherwise a hull breach may occur.
Auto Pistol
The auto pistol is the most commonly used automatic weapon. It fires bullets at 400 to 500 meters per second. The weapon is fitted with a magazine that can hold up to 15 rounds of ammunition. Using the same ETC technology of the ACR, the auto pistol is small, inexpensive and quite effective against opponents not protected by armor.
Laser Weapons
Laser weapons fire concentrated beams of energy at their targets and cause damage by their intense light and heat. All laser weapons require a power source either built into the weapon directly or carried in a separate pack. Pistols usually carry their own clips with several shots, while larger weapons like rifles require a pack to be worn on the back by the user, though they may be used continually for several minutes before a new pack is needed.
Most governments do not use laser weaponry smaller than squad based support weapons due to the limitations of size of the packs and the amount of energy required. Larger, vehicle- and spaceship-based weaponry is quite common, as these units have their own power sources to draw from.
Infantry Support Weaponry
The support weaponry, like personal weapons, have not evolved too much that they cannot be recognized by people a millennia ago. While the personal rocket launcher is gone, it has been replaced by the RAM Grenade Launcher, which houses clips of 3 RAM Grenades. Reloading is a snap, especially with a loader. Mortars are still around, though they use a variant of the RAM grenade to give them extreme range on their launchers. A new addition to the support weaponry category is the Light Assault Gun (LAG). These 20mm cannons can either be set up on the ground as turrets or carried by some of the stronger warriors of the day as a personal weapon. They carry 5 round clips of HEAP rounds, and are used mostly against vehicles and entrenched positions. In addition, Light Machine Guns (LMG) are still a favorite support weapon on the battlefield and use the same ETC system as the ACR.
Infantry Armor and Gear
The infantryman wears a uniform made of ballistic cloth, and carries a headset inside their helmet which can connect them to the rest of their squad or platoon, or higher ups for officers and NCOs. In addition to their uniforms, they wear the armor below in combat. They have multi-spectrum goggles attached to their helmets which allow them to see in infrared, ultraviolet, and the dark. These goggles can also give them a map of their current location and possible dangers.
Infantry-based body armor normally comes in two layers. The outer layer is known as Ablat, and it ablates (vaporizes) when hit with something at high speed, absorbing the energy of the impact while doing so. The inner layer is known as Inertial and is basicallly a liquid inside a ballistic fabric. When hit at high velocities, the liquid crystallizes and absorbs the impact. While this will sometimes leave the armor wearer stunned from the blow, it will nevertheless save his or her life.
Battle Dress
The ultimate in individual protection, Battle Dress is an advanced and powered version of combat armor. Battle dress enhances the strength and senses of individuals wearing it with variable feedback personal controls, servopowered limbs, and various kinds of electronic assistance. Battle dress is somewhat bulky, but is roughly man-sized. In addition to the enhanced strength, the suit usually has several pieces of equipment built in, including short range communicators, life support systems, and sensor enhancements.