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« on: December 06, 2020, 03:33:41 am »
VR-01 Variable Energy Rifle
The VR is a variant of the CR-00 that has a small dial on the side. This dial sets the VR's firepower, and inversely its fire rate. At the highest setting it can function as a sniper or impromptu anti-material rifle, but takes a very long time to recharge between shots, and at the lowest it has pistol-grade firepower, but can dump out an ungodly amount of shots. This is accomplished through a minor modification to the capacitor bank's control chip, allowing it to alter how much of the capacitor bank is activated per shot.
Hyper Thermal Charge
The Small Thermal Charge is certainly useful, but it's limited capacity to remove obstacles is a big stumbling block, so we've made a new charge that can burn through anything short of a reinforced bulkhead. Naturally, the easiest way to do this is to just make it bigger, and while that is trivially simple, it also costs an ungodly amount of resources and would be far to large to reasonably carry. Next, we looked at using a more powerful incendiary, but getting one powerful enough to meet our requirements in the same package size was extraordinarily difficult.
Eventually, we settled on the HTC, a medium sized charge with two modes; the first is the same as the small charge. The second, however, is a "radial" mode that covers the general area in a spray of incendiary, allowing the HTC to be used as an improvised grenade, should the need arise. (On the station, care must be taken to avoid a "Cuban Pete" scenario."
Rho Aias aftermarket Mods
The basic Rho Aias is a very good set of kit, but we'd be foolish not to milk aftermarket modding. The simplest mod is an integrated datapad with innate biometric capabilities which, due to it's integrated nature, is notably cheaper than getting a forearm datapad and biometric datastick. Next up we've nabbed some cheap security grade hudglasses which we've worked a modified V. sight into, allowing them to assist aiming with any calibrated weapon. Finally, We've got some EX-400 Ultralight exoskeletons. These exoskeletons, in line with the TALOS design of old, are built to fit under standard BDUs and as such, don't exactly provide the user with super strength, but they do notably increase endurance and have a stabilizing effect on aim, allowing reasonable accuracy even at a decent clip, and with a bit of hacking things together, we can get it to interface with the V. Sight, increasing target tracking speed.
Duck Fup Additional Ammo Acquirement
The Duck Fup is a brilliant little system, but it's lacking some ammo types that standard on the market, so we've picked up some of them for our boys in blue.
- Concussion: the simple fact is, you don't wanna use frag rounds in close-quarters, unless you want to catch your own shrapnel, so we've grabbed these relatively low power HE rounds. They can reliably kill targets within 4 meters while merely incapacitating those within 7.
- AP-Flechette: Sometimes even Concussion grenades are too dangerous, or maybe you just really wanna fuckup someone's day the way only 115 Flechettes can. Based on an old classic, these babies are made from modern alloys and can semireliably penetrate modern body armor even, though at only two inches long they bounce off the real heavy stuff.
- Flare: this is less a new design and more a modification to our flash rounds. It switches modes similarly to the frag rounds and has modes for solid light or flashing for signalling.