Design: AS-R2The AS-R2 is the weapon for the new age of magic and technology. The definitive weapon, to be eventually issued to every one of our soldiers. Soon, a day will come when the crystal axe is but an artifact of the past, reserved for the rare instance when Moskurgs manage to get into melee range.
The AS-R2's main improvement is the magazine. What was preventing the effective use of the AS-R1 in infantry combat was its rate of fire. Sure, breech-loading can make our cannons effective weapons, but it's not enough for the fast-paced nature of melees.
The AS-R2 was initially planned to utilise mechanical means of self-loading new bullets, but our Mathemagicians found this boring, "not cool enough", and still required loading of magazines of bullets.
So we did something new. A miniaturised fabricator scroll similar to the ones we have in the Crystalworks lies in the rifle. Fabricator circuits/scrolls radically grow in size with complexity, but a bullet is a relatively simple shape and our new Crystalworks fabricators from the Mk. 2 Crystalworks make this even easier.
The crystal fabricator, being circuit-based, is activated automatically by the firing circuits after the previous bullet leaves the chamber. Of course, recoil is still an issue and fabricating Crystal isn't
completely instant, so the gun isn't fully automatic by any definition. We've slowed the fabrication process compared to the Crystalworks to allow for increased energy efficiency. Yet its rate of fire is much faster than anything we've ever made before.
The Crystal bullet is tweaked to be made out of slightly heavier durable crystal. The tweaks here are of course minor. They're not in any shape or form able to be applied elsewhere, but are just enough to allow the crystal bullets to be on par with their more regular counterparts.
The gun can be powered via two methods:
1.) Direct operation by a mage is easy and very viable, as mages can fire the weapon without stopping to reload.
2.) Operation by a mundane user is slightly different. The AS-R2 is powered by AA Magegems attached to sockets located on the bottom of the barrel, with circuits which connect them to the fabrication and detonation parts of the gun. It is not required for all of them to be have magegems in them. The SPSF-C powering the AS-R1 still left some energy in the AA Magegem, just not enough to be useful. We can use this to power the crystal fabrication.
The barrel of the gun takes advantage of the Crystalworks Mk. 2 to be much more exact in its construction and rifling, ensuring great accuracy increases. We're aiming for the AS-R2 to remain accurate up to Extreme range (which is its max range), but remaining accurate to Long range would also be acceptable.
Finally, a scope is placed on the top of the gun using modified Crystal Glass (again taking advantage of the more precise and easier-to-use processes of the Mk. 2 Crystalworks!) that magnifies whatever's behind the glass. This "Optical Crystal" can be used to allow the user to see and aim the gun precisely at Extreme ranges. The Scope can be attached and detached as necessary.
The Crystalworks Mk. 2 should allow for the Rifle to be Cheap in construction. Though mundane users are bottlenecked by the Magegem cost, the actual rifle itself should be Cheap thanks to the new Crystalworks being able to more effectively fabricate complex shapes and whatnot.
If we have time left in the project, we wish to use the enhanced nature of the Crystalworks to implement magic-insulating crystal into the design, protecting the circuits from anti-magic and allowing the rifle to operate in anti-magic fields.
The result shall be amazing. A rifle that doesn't require loading of bullets! For our mages, this shall be a devastating weapon, allowing them to continuously fire without reload. The fact that
every mage will be getting one should even assuage our mages' (and Bjorn's) dislike of being human batteries! With this weapon, our mages shall be able to become devastating weapons of war.
Even our mundane infantry shall benefit. The AS-R2 completely obsoletes the longbow by being accurate, deadlier, and quicker-firing. Even if they swap out a magegem every firing, their rate of fire shall experience drastic improvements compared to the much harder bullet breech-loading
and Magegem loading every single firing in the AS-R1.
Snipers shall rejoice as they can accurately snipe enemy officers from safety. As they can easily spot and acquire new targets then accurately and quickly dispatch them.
Artillery operators and
disposable apprentices alike shall be overjoyed as flare-spotting becomes replaced by the much more effective optical spotting from safe distances!
TL;DR: A new rifle. The main improvement is the loading. Instead of being boring and just implementing self-loading, we give the AS-R2 a crystal fabricator like the Crystalworks. It fabricates new crystal bullets on the fly. This lets our mages fire without reloading, and means our mundane troops only have to load Magegems. Accuracy improvements mean it should at least have an Effective Range of Long, if not Extreme. It should be Cheap for wizards and as soon as we upgrade Magegems/get Aethergems, it should also become Cheap for mundanes as well. The scope makes it much better for sniping. It also serves as a better spotting tool. Anti-magic resistance is frankly unlikely, and should be done first in revisions if we don't get it.
A devastating weapon to bring about a new age of warfare!
Bullet Fabrication - We make a scroll fabricating (machine) crystal bullets that're as effectively tough+heavy as regular bullets (should be easy given size). Should actually be relatively easy given the Crystalworks Mk. 2 and the simple structure of bullets. Fabrication is done automatically because it's a circuit and we already have a circuit controlling firing, but the gun isn't automatic because 1.) Recoil and 2.) fabrication isn't completely instant (we intentionally nerf fabrication time to increase energy efficiency).
Should massively increase rate of fire. Especially for mages. See Power Requirements for more details.
Accuracy - Take advantage of the Crystalworks Mk. 2's more precise fabrication abilities to make more consistent and precise rifling+barrels, increasing accuracy. The rifle's max range is already Extreme, but the AS-R1 is accurate only up to Medium. We aim to increase accuracy to at least Long if not Extreme. Shouldn't be hard because it's basically just getting a fairly-reasonable benefit from the Crystalworks Mk. 2. It can make more complicated structures easily, so just apply that here.
Scope - Modify Crystal Glass (using our extreme knowledge in modifying Crystal + the Crystalworks Mk. 2) to magnify distant targets. Put a scope made out of the stuff on the rifle, and allow it to be taken on/put back on in the field.
Power Requirements/Loading - A wizard can operate it for as long as they want, being free of bullet requirements. Mundanes use AA Magegems that fit into sockets located onto the bottom of the barrel. Fluff why: The SPSF-C doesn't
completely drain an AA Magegem, so we can use the extra energy to power bullet fabrication. The magegem reloading is still
much faster than loading a new Magegem and bullet in the AS-R1 and only has to be done per 2 firings, making the RoF really fast compared to anything else.
Anti-magic Resistance - Low priority. Use the Crystalworks Mk. 2's ability to create more advanced structures to make magic-insulating crystal (based off of resistive crystal) so we can make the AS-R2 immune to anti-magic.
Expense - The Crystalworks Mk. 2 bonus never applied to the AS-R1 even though it applied to the AS-HAC-1 (I may bring this up with evicted directly). So expense-wise, we're basically using a "resource expense credit" here like we did with the Mountains metal bonus and the first Crystalworks bonus when revising our old stuff into crystal construction. So making the rifle Cheap should be extremely easy. Of course for mundane users they're still bottlenecked by Expensive AA magegems.
1 - AS-R2: Andres
Glory to Arstotzka.