S Squadron itself has a radically different mission profile than all other SAS Squadrons. As such, there's certain special equipment that they tend to use, to suit their different requirements.
Some of it's just a mild difference (larger-calibre SMG), some of it's odd but used in standard forces (shotgun slung under the rifle), and some is utterly bizarre in a modern military (a
sword?).
Heckler and Koch Universale Maschinenpistole (UMP-45): German-made, intended as a replacement to the semi-legendary MP5. S Squadron is issued this weapon chambered in the .45 calibre - the larger and more powerful rounds being more conducive to special ammunition and generally killing monsters. (Most of the special rounds that will become available over time will be issued for this weapon first)
Weapon Level: 4
Element: Impact
Clip: 25 rounds, box magazine
Rate of Fire: Automatic/Semiautomatic
Weight: 2.3 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Notes: Requires both hands.
CP Value: 11
Item CP Cost: 5
S Squadron, unlike the normal SAS or
any other military unit, makes use of blades. This is simply because quite a number of supernatural creatures are shockingly and inexplicably vulnerable to edged weaponry. Consider this a weapon that is weak normally, but gets a large damage bonus when used against the right enemies. (And note that there are also enemies who get a damage bonus from any other kind of attack) Also due to common weak points of the supernatural, pure silver is added into the alloy along the edge - not enough to weaken the metal
too much (though, don't try to match a high-quality steel weapon if you're dumb enough to block with the edge), but enough to trigger the vulnerabilities. S Squadron makes use of both katana and traditional European longswords - the longsword format is preferred, however, katana have been forged as well simply to take advantage of the
numerous individuals who have come to S Squadron with their primary skill being in Japanese swordwork. In game mechanics, there is no significant difference between the blade formats.
Weapon Level: 3
Element: Cutting/Silver; Piercing/Silver
Weight: 1.2 kilograms
Effective Range: Melee
CP Value: 6
Item CP Cost: 3
Ciener Ultimate Over/Under: This is a modification of the Remington 870 Wingmaster. Essentially, you chop off the stock and mount the shotgun under the barrel of the C-8, giving you a two-in-one weapon similarly to the L-17 A1. Primarily this is useful for in-building missions, where the shotgun's short range is not a hindrance and its high power
is of value. Note that the weapon is
intended to be used in breaching doors - however, against S Squadron enemies it turns out to be quite effective. The original design was American and thus suited for mounting on the M-16. S Squadron armourers adjusted it to be mountable on the C-8 instead. Initially this modification was proposed by Aika Fawkes, however it has since passed into semi-standard use by S Squadron team three. In game mechanics, the advantage is in being able to switch so easily to another weapon without having to actually take up an action switching out.
Weapon Level: 5
Element: Impact
Clip: 4
Rate of Fire: Pump-action
Weight: 3.2 kilograms
Effective Range: 10 meters
Medium Range: 25 meters
Long Range: 50 meters
Notes: Requires both hands.
-1 penalty to defense against spray of buckshot
Can simultaneously attack all in a tight grouping
4 damage less versus armour
8 damage less versus force fields
CP Value: 10
Item CP Cost: 5
XM-29 A2 Objective Individual Combat Weapon: The OICW project started out in 1986, with the SAS-2000 paper published by the US Army Infantry School, positing that the conventional small arm had already reached its technological peak (obviously, they did not have the outstandingly effective Argene small arms visible to prove them wrong), and that what Jane calls 'boomage' was needed. A later paper supported the idea, and the OICW project was begun in 1990, though the requirements seemed unreasonable from the start. The winner of the development contract was a team of Alliant Techsystems and Heckler and Koch. The developed weapon was classified the XM-29 in 2002, but in 2004, it was discovered that the 20mm grenades were underpowered, and the system was
still over the target weight. In 2005, the OICW project was split into three. Increment One was to develop the kinetic energy component (the basic rifle, redesignated the XM-8). Increment Two was to build the grenade launcher - a 25 millimeter grenade was selected instead to get power up to where it was required, and the launcher was designated the XM-25. Increment Three, to be begun once Increments One and Two were completed, all problems resolved and weight trimmed down, was simply to fuse them back into one weapon. Increment One was, however, cancelled in late 2005, presumably stalling the project indefinitely. In 2008, however, development resumed, and Increments One and Two were completed to satisfaction. As of 2010, the OICW project is still in Increment Three, though given the significant changes from the original design, it is presently designated the XM-29 A - in limited production for battle testing. Following the Blue Incident, the United States opted to include the United Kingdom in the OICW project, in exchange for some of the minor fruits of examining Argene weapons (specifically, the mixed propellant technology).
The XM-29 A2 is a bipartite weapon. Both the XM-8 and XM-25 are fused into one weapon, and are detachable.
The XM-8 common reciever is the core of the weapon, a 5.56 mm gun and handgrip, essentially - there are additional attachments, from handguards to alternate barrels to buttstocks (in the XM-29, the buttstock is the XM-25's) to a highly advanced sight. The XM-8 is a highly flexible weapon, that can be disassembled and reassembled to a variety of configurations within a very short period of time - depending on the attachments, the XM-8 can be anything from an assault carbine to a personal defence weapon to a sharpshooter rifle to a
squad assault weapon[/u]. It's a fairly accurate and light rifle, which is technically compatible with the single-shot X320 grenade launcher (and with a minor adaptor, the SAS's L-17)... though if you want a grenade launcher, you can [i]also just turn it back into the XM-29. The sight is also fairly good, integrated and significantly lighter than the M4's standard. If, instead of the XM-8 components, you clap the XM-25's upper reciever on top, you get the XM-29.
The XM-25 is a 25 mm grenade launcher, and there is a lower reciever available to be fused with the upper reciever on the XM-29 A2 so that the grenade system can be used independently. It's a gas-operated, bullpup semiautomatic weapon, capable of fully ambidextrous use.
Astoundingly long-ranged for a grenade launcher, this thing can reach out to a kilometer, though normal people can't actually point-hit at that range and need to use the airburst setup. The standard ammunition is high explosive airburst with computer assistance, though others are available, from HEAT point-detonating rounds to more standard heavy rounds to canister flechette rounds for close combat (though honestly you should just use your personal weapon for that). The launcher can also support the XM-104 tactical sight, which is a battery-operated interface that allows the grenade fuses to be quickly programmed for the intended range, provides long-range night vision, and a significant accuracy advance. It is battery-operated, but even when out of power, while the advanced functions of the weapon are unavailable, the grenades will automatically be set to point-detonation and can still be fired.
By their powers combined, it is the XM-29. After commenting on both the parts, there's not much left to say. There's a single trigger in the rifle component which fires either mode, adjustable by a switch on the upper reciever. The entire weapon is fairly heavy, and honestly isn't extraordinarily well-suited to the usual S Squadron engagements - with the XM-25's minimum range of fifty meters, it can only
very rarely be used in the room-to-room brawls S Squadron typically engages in. It's best as a field weapon, where one actually will
fight people at ranges in excess of fifty meters. It was assigned either way - considering S Squadron's high firepower requirements, it was potentially valuable just the same.
http://world.guns.ru/assault/as40-e.htm
http://world.guns.ru/assault/as61-e.htm
http://upload.wikimedia.org/wikipedia/c ... Poster.jpg
http://world.guns.ru/grenade/gl13-e.htm
Weapon Level: 4
Element: Impact
Accuracy Modifier: +2 (Specialized sight. You can also take this off and put on a weaker one if you REALLY want to, either way, you can't stack this with other sight attachments)
Clip: 30 rounds, box magazine (5.56 mm x 45 mm NATO rifle ammunition)
Rate of Fire: Automatic/Semiautomatic
Weight: 6.8 kilograms
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Notes: Requires both hands
Grenade System
Weapon Level: 3
Area of Effect: 10 meters
Accuracy Modifier: +2
Element: Concussion
Clip: 6 rounds box magazine (25 mm x 40 mm grenade)
Rate of Fire: Semiautomatic
Minimum Range: 50 meters
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Notes: Requires both hands
Indirect fire.
Night Vision and Rangefinding out to one kilometer.
CP Value: 29
Item CP Cost: 14
There is no problem that cannot be solved through the proper application of immense levels of firepower.
- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini
<Stratagemini> My Titanium Anus Armour will repel all challengers!
Would you believe this is one of the more tame bits of dirt I've got for him?