Difference between revisions of "Scandian small arms"
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This large weapon has a built-in scope that adds onto the Biker Scouts already formidable sensor capability. It also has a built-in compass to aid with land navigation. The gun itself is also usually painted with a camo pattern. The first version of this fired its bullet at faster than the speed of sound, but this was decreased as the distinctive crack of the sound barrier being broken gave away the sniper’s position. Similarly, this is a bolt-action weapon, so the sniper can choose wend to discard his cartridge so as not to be revealed at an inopportune time. | This large weapon has a built-in scope that adds onto the Biker Scouts already formidable sensor capability. It also has a built-in compass to aid with land navigation. The gun itself is also usually painted with a camo pattern. The first version of this fired its bullet at faster than the speed of sound, but this was decreased as the distinctive crack of the sound barrier being broken gave away the sniper’s position. Similarly, this is a bolt-action weapon, so the sniper can choose wend to discard his cartridge so as not to be revealed at an inopportune time. | ||
The rush to deploy Biker Scouts meant that not all were qualified snipers, but the SLCM is working on it. Snipers are an exemplary tool for implementing the SLCM’s “[[Headhunter]]” doctrine, the targeting of officers to disrupt the chain of command. | The rush to deploy Biker Scouts meant that not all were qualified snipers, but the SLCM is working on it. Snipers are an exemplary tool for implementing the SLCM’s “[[Headhunter]]” doctrine, the targeting of officers to disrupt the chain of command. | ||
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+ | [[category: Scandian tech]] |
Revision as of 07:12, 18 June 2010
SLCM has lots of guns.
- ZiR Supervolt Rifle
The Supervolt rifle is the main small arm for infantry in the Scandian League. It typically requires a heavy belt for a power source. Range is comparable to most standard assault rifles, but the effect is somewhat more spectacular. The arc of lightning energy fries most unarmored infantry, and can cause feedback damage to electrical systems and vehicles. The Supervolt is a semi-automatic weapon. Notably, the Supervolt is effective against most battlesuits.
- ZiR 5.62 mm Needle Carbine
Recognizing the need for a burst-fire weapon for suppressive fire while the supervolt does its work, the Scandians introduced the needle carbine. They produce a carbine rather than a rifle so that the weapon could be small and light enough that most soldiers could carry it along with the supervolt rifle, and switch between it as needed. The Carbine’s primary fire mode is three-round bursts; it can switch to full automatic but the light weapon tends to jam in that mode. A current goal of training is to make Scandian soldiers ambidextrous enough to wield both the Carbine and the Supervolt at once; this has met with limited success.
- ZiR 40 mm Electromag Grenade Launcher (EGL)
This rifle-sized weapon has a clip of 12 grenades. What makes this superior to most grenade launchers is its built-in rangefinder with airburst option; the soldier can, for example, set the grenade to detonate as soon as it reaches forty meters. Used for suppressive fire and clearing out entrenchments. High explosive is the most common load, but flechette, smoke, and white phosphorus rounds are also often used. Up to five of these are stored in the Infantry Carrier, and the ten-man section will usually take at least three into combat.
- ZiR Lockdown Bazooka
A scaled-down infantry version of the Space Service’s Thor torpedo, the Lockdown bazooka is a reusable, large single-shot weapon firing a supervolt missile. The supervolt discharge of the missile is strong enough to disable most vehicles. Becoming the standard infantry anti-armor weapon in the League because it is less effected by armor than conventional bazookas.
- ZiR Machine Pistol (ZMP)
A light pistol firing small-calibre rounds. It is capable of full auto, but with a small clip it cannot sustain fire for long. The ZMP is the standard-issue weapon of the Biker Scouts, who cannot typically be weighted down with heavy weapons. The ZMP is widely used in other parts of the SLCM as the sidearm of choice for tank crews and mecha pilots, people without much room for a larger weapon in case they need it.
- ZiR Electromag Sniper Rifle
This large weapon has a built-in scope that adds onto the Biker Scouts already formidable sensor capability. It also has a built-in compass to aid with land navigation. The gun itself is also usually painted with a camo pattern. The first version of this fired its bullet at faster than the speed of sound, but this was decreased as the distinctive crack of the sound barrier being broken gave away the sniper’s position. Similarly, this is a bolt-action weapon, so the sniper can choose wend to discard his cartridge so as not to be revealed at an inopportune time. The rush to deploy Biker Scouts meant that not all were qualified snipers, but the SLCM is working on it. Snipers are an exemplary tool for implementing the SLCM’s “Headhunter” doctrine, the targeting of officers to disrupt the chain of command.