Jade Imperium - OOC 11

Admiral Duck Sauce 2009-12-16 20:13:04
Needed a lot of groundwork to get from the end of the last game to here. Give me 1-2 more posts devoted to exposition and we can actually get started here. For the moment, except for Davis and Zaef (skullandscythe's character), you have all been reassigned to train others. Tactics, language, systems, weapons, counterintelligence, etc. Luis, for example, has been sucking stale air aboard the captured Needleships blocking the Boranai gates, trying to teach a smattering of USAF, RAF, ESA, NASA, and Navy about Imperial avionics and space travel.
CrazyIvan 2009-12-27 07:23:06
Since I never did formalize what Angel was doing with all that XP. 18 banked, plus the 16 traits XP/10 aspects XP from the last campaign. Since *some jerk* shot down a d20 in shoot ;)

18 Banked:
Move Steady Shot up to d10 (-10 XP)
Tech Specialization (Explosives, Fragmentation) (-4 XP)
Adding a new Aspect "The Darkness" at d4. "Angel has gone up against the Imperium's best. Most of them ended up dead. Those that didn't as often as not never saw a thing. Stories have begun to spread - some true, some false, all terrifying."

16 Traits:
Moving Wits to d10 (-10 XP)
Moving Tech up to d6 (-6 XP)

10 Aspects:
Move Ghost up to d10 (-10 XP)
Gatac 2010-01-02 02:18:59
A few idle thoughts on the features and use of the "Tenner".

XM10 Future Combat Rifle

The result of a crash reverse-engineering & development program of the Jade Imperium's favored infantry weapon (the infamous "whap gun"), the XM10 has been type-designated and placed into limited production for field testing. All military personnel transferring to units under GRHDI scope will receive qualification with the XM10 as part of their orientation per TRADOC Reg. 350-75.

Key Features
    High ammunition capacity
    Low recoil
    "Battlefield pickup" resupply capability
    Compatible with MIL-STD-1913 attachments, including "future-ready" JBCP Block 4 attachments with datalink/external power capability[/list:317c7b5ddc]
Physical Description

The XM10 consists of five major assemblies: buttstock, receiver, barrel, handguard and pistol grip. A loaded XM10 rifle is approximately 810mm long from muzzle to rear and weighs 4.4 kilograms. This represents a significantly more compact size than the Imperial model, albeit at a higher overall weight.

The buttstock assembly is a direct adaptation of the SCAR buttstock assembly and interchangable with the same. As such, all features of the SCAR buttstock - five-position adjustable, foldable - are retained. However, in contrast to the olive drab models of SCAR occasionally issued to GRHDI teams, the XM10 is only available in standard black at this time. "Mix and match" use of OD buttstocks on XM10 issues is not acceptable.

The receiver assembly contains the control electronics, power storage and the actual firing mechanism. The operational parts of the receiver are sealed against intrusion of solids or liquids that may be encountered in field use. Please note that the receiver contains no user-serviceable parts and is, as such, not subject to any field-level maintenance. (See section "Troubleshooting" for user-implementable solutions.) The receiver also mounts at standard full-length MIL-STD-1913/"Picatinny" accessory rail with a non-adjustable factory zero. Zero-touch wireless couplings in the rail can interface with future Joint Battle Command Platform Block 4 accessories, providing datalink and external power capabilities. The current standard-issue weapon sight is the M553E1, which utilizes Block 4 capabilities to power itself and display basic weapon status information in addition to its non-Block 4 features. Further equipment that conforms to this standard is still undergoing development and is not available for field use at this time.

The trigger group is a fully electronic Human Interface Device that attaches to the bottom rear of the receiver and consists of a linked assembly of pistol grip, trigger, fire selector/safety switch, breech lock button and trigger guard. The lack of mechanical linkage allows all controls to be customized per user, allowing each soldier to specify such details as trigger travel, pull weight and break point for maximum comfort and performance.

The barrel assembly consist of a heavy-duty (REDACTED) tube that holds the XM10's ammunition rod. As on a conventional firearm, the barrel is aligned with the weapon's firing axis. The barrel then holds the ammunition rod in place during weapon operation. The barrel assembly can swing out to the side in the rear to enable quick replacement of the rod. (Current XM10 models only swing out to the left, precluding left-handed use. The final version will include full ambidextrous capabily.) As the major point of mechanical actuation and access to the breech, placing the barrel in the LOAD position must be done with care and away from dirt or mud that might intrude into the weapon's action to ensure maximum reliability.

The handguard assembly surrounds the barrel assembly on three sides (top, right, bottom) and correspondingly offers three accessory rails. These three rails conform to MIL-STD-1913 but do not offer Block 4 capability at this time.

Tactical Considerations

In general terms, the XM10 is capable of fulfilling a wide spectrum of operational requirements and can operate in the battle rifle, automatic carbine or SAW role, as required. However, there are also significant tactical limitations that all users should be aware of.

The XM10 is not a subtle weapon. It's main mode of operation is to generate a tightly-focused burst of high-temperature plasma that travels from the barrel axis in a very flat trajectory. This produces a distinctive sound that, while not quite as loud as a regular gunshot, is easy to detect even at a distance. Users must also take into account muzzle flash, which is most limiting in operations with bad lighting conditions as it can not only temporarily dazzle the operator and obscure the target, but also pinpoint the shooter's location in the darkness. Further, the trajectory of the projectile leaves an ionized atmospheric path that is faintly luminscent, illuminating the line of fire between shooter and target. Attempts to suppress the weapon or reduce its flash have so far been unsuccessful.

A further important limitation of the XM10 is its range, compared to conventional firearms. Doctrine allows for engagement of point targets at up to 400 meters away with good first shot hit probability against a man-sized target. Area targets may be engaged at up to 700 meters away. Beyond this range, burst containment and stabilization degrade unacceptably, though theoretical "kills" have been scored against large targets at up to 1100 meters. It should be noted, however, that such extreme-range shots lose much of their effectiveness due to plasma dispersion. Despite this limitation, the weapon itself does not suffer from any pronounced lack of accuracy, and the larger impact area compared to most conventional firearms makes the XM10 somewhat more forgiving when it comes to aim.

A word on aiming: the XM10 can take adjustment for seasoned shooters of other rifles as it requires very little correction of the aiming point for weather or target movement. The low recoil and unique firing sound can also be distracting to the novice user. Training with the XM10 is as much drill as familiarizing the shooters with the unique characteristics of the weapon's firing process. New shooters are advised to relax and focus on the trigger pull instead of overcompensating for expected windage or recoil.

Ammunition rods are not compatible with any current widely-issued magazine pouches. In lieu of such, the GRHDI issues the ammunition management system colloquially referred to as "plasma quiver". (Official designation pending.) In analogy with the quiver used to store arrows for bows, this system constitutes a stiff fabric tube honeycombed with internal chambers that hold one ammunition rod each. This tube is sealed with a removeable cap against weather and opened when the XM10 requires loading. Testing shows that the tube is optimally worn diagonally across the back with the open side on the user's left shoulder so that the shooter merely needs to reach up and withdraw a fresh rod to load the XM10. Should other back-mounted equipment make this placement impossible, the "plasma quiver" can also be mounted horizontally on top or vertically to the side of a rucksack/assault pack, but this has been found to result in slower reloading. Experiments with mounting the tube at waist level or attached to the left leg have been found unsatisfactory due to weight distribution issues. At this time, reloading the XM10 in close quarters such as vehicle battle spaces is discouraged.

The combination of high ammunition capacity and slower reloading times (in comparison to the SCAR weapon system) makes good communication within an unit vital. Seek cover before initiating a reload. Block 4-compatible weapon sights will display a rough estimate of the remaining shots in an ammunition rod as part of the sight picture; furthermore, the pitch of the weapon's firing sound shifts with continuing depletion of the rod. A rod that shorts out also makes a distinctive pinging sound. All users should learn to recognize these sounds so that they can time their reloads for maximum efficiency.

Using the XM10

As issued from the armory, the XM10 comes unloaded with a seperate ammunition rod. Before you load the weapon and every time you pick up the weapon from there on, use the following procedure to do a safety and function check:

1. Hold the weapon with your right hand on the pistol grip and the muzzle tilted up, arresting the rear pad of the weapon's buttstock between your right upper arm and chest.
2. Use your left hand to press the breech lock button located within the trigger guard. This will release the barrel at the rear and swing it out for inspection. (If the weapon does not respond to this operation, see the section "Troubleshooting", subsection "Loss of power to controls".)
3. Confirm visually that there is no ammunition rod inserted into the breech. Tilt the weapon to the side, if necessary.
4. Using your left hand, press the barrel back into alignment to close the breech. When the barrel is aligned correctly, you will encounter both a marked decrease in resistance and a distinct clicking sound. (If the barrel does not lock, swing back out and check for obstructions. If a debris-free barrel assembly refuses to lock, there is no field-level repair option available: ship the weapon back to the unit armorer.)
5. OPTIONAL: If a Block 4-compatible sight is installed, closing the breech will power it up for thirty seconds. Use this time to check the status indicator dot in the lower right corner of the sight picture. It should be green. (If the indicator dot is yellow, refer to "Troubleshooting", subsection "Low internal power". If the indicator dot is red, the weapon has self-diagnosed a serious problem with its control electronics and needs to be sent to the unit armorer.)

To LOAD the XM10, follow this procedure up to step 3. Then, take the ammunition rod you wish to load and insert it into the breech. The breech is keyed and the rod should slide in smoothly. (If you have problems inserting the rod, refer to "Troubleshooting", subsection "Loading problems".) Once the rod is fully inserted (rear is flush with breech face), continue the procedure as outlined above.

To UNLOAD, again follow the same procedure to step 3. The rod should pop out automatically. Ammunition rods lose size as they are used up, so a fresh rod will probably require you to pull it free manually, while a mostly spent rod may need no further encouragement. As used rods may still be hot shortly after firing, it is preferable to wait a moment for the heat to dissipate. If any part of the rod or breech is visibly glowing, DO NOT TOUCH. In such cases, it is also not recommended that you attempt to close the breech. Instead, lay down the weapon and let it cool more thoroughly.

To FIRE the XM10, first use the safety check to make sure the weapon is loaded and functional. Then, you can shoulder the weapon, select your desired firing mode from the fire selector and fire via pulling the trigger as on a conventional firearm.

To MAKE SAFE an XM10, unshoulder the weapon and use your left hand to flip the selector switch to SAFE. Visually inspect the switch to ensure it is in the SAFE position. The switch will also provide tactile feedback in the form of a friction point when transitioning from SINGLE FIRE mode to SAFE mode or vice versa.

Note that the XM10 does not require cocking or uncocking as any part of its operating cycle.

Troubleshooting

Loss of power to controls

This problem can occur if the XM10's internal power supply has been overstretched by operating Block 4 attachments without an ammunition rod inserted. Ordinarily, the weapon processes a small amount of fuel from the ammunition rod to power itself, but large demands over a prolonged period of time can lead to a deep discharge condition that leaves the controls unresponsive. In this scenario, use the following procedure.
1. Remove the top handguard rail. The bottom of the XM10's pistol grip can be removed as a minitool and includes a surface that engages the screws holding the rails.
2. Insert the flat side of the minitool into the slot above the barrel. Make sure that the weapon is firmly braced as this procedure requires you to overcome moderate spring pressure. When fully inserted, the minitool will disengage the mechanical coupling.
3. The barrel should now pop open and swing out. (If it does not, the weapon needs to be sent to the unit armorer.) You can remove the minitool from the slot at this point.
4. Load an ammunition rod that is not fully spent.
5. The weapon should now power on, as with a normal safety and function test. Make sure to replace the top handguard rail and minitool.
6. Ensure that the ammunition rod remains loaded for at least five minutes; then do another safety and function check.
7. If the weapon fails to power on in step 5, try a different ammunition rod. If it still does not power on, or fails the safety and function check in step 6, the weapon needs to be sent to the unit armorer.

Low internal power

This problem is usually the result of storing the XM10 too long unloaded. It should still function normally; load an unspent ammunition rod to let the weapon recharge its internal energy storage.

A weapon that consistently displays this error even if it has only been unloaded briefly should be sent to the unit armorer.

Loading problems

The keyed breech makes it easy to load ammunition rods correctly. If a rod still refuses to load, the easiest way to troubleshoot is to simply flip the rod and try it from the other side: it is easy to mistake the proper direction of the ammunition rod in bad lighting conditions, and "battlefield pickup" rods will not have GRHDI infrared markings to ease handling with NVGs. If this still does not work, check the surface of the rod and the barrel interior. The XM10 tolerates mild amounts of contaminants but should still be kept clean. Most loading problems are a result of those two small issues and should be easy to fix.

IMPORTANT: If an ammunition rod has become bent or has pieces broken off, do NOT use it. Uneven reactions with the firing mechanism can result in danger to you and your fellow soldiers. Also, it has been discovered that, under rare circumstances, ammunition rods may expand slightly during storage. This is the result of a manufacturing defect that leads to a chemical chain reaction, degrading rod performance considerably. These rods are usually too big to chamber and should be discarded. Even if they can be chambered, their capacity and power will be diminished.

Unloading problems

Unloading problems are almost universally caused by overheating or improper cleaning. Wait a few minutes for the weapon to cool down and the rod should be easily removeable. In rare cases, dirt within the barrel can interact with imperfections in the rod surface to spot-weld the rod to the barrel. Such a weapon needs to be sent to the unit armorer.

Counter shows capacity even after rod is spent/Counter shows "000" but weapon still fires

Do NOT rely solely on the shot counter provided by the weapon via Block 4 optics. Although measuring the electrical resistance of the rod is fairly accurate method of determining its remaining capacity, it is not foolproof. In both cases, it is safest to simply discard the current rod and load a fresh one.

I'm out of ammo! Fuck!

Laboratory tests show that the optimum striking surface of the XM10 is, in fact, the shoulder pad of its buttstock. Unsling the weapon and reverse it, then grab it by the handguard and just in front of the trigger guard. Close with your enemy and attempt to thrust against his weak points with as much force as you can muster. Good luck.
e of pi 2010-01-02 05:22:08
Gatac, you just made my day. I think I want one. I'm not sure if I mean in-character or OOC, but it's awesome. Definitely reads like a not-far-out-of-beta weapons with some bugs to be worked out, but that's realistic (at least in the setting).

On another "guns and ammo" front, can you recommend a good SMG for Luis? I know you have in the past, but I can't dig it up now for some reason.
Gatac 2010-01-02 12:46:24
Thanks for the kind words. As for your SMG question, I'd say stick with the UMP45. If you want something weirder, how about a "Vikhr"? (But that's really more of a compact assault rifle.)
CrazyIvan 2010-01-02 19:13:11
That was pretty awesome.

Angel still refuses to use it. The Imperium has a known weakness to tiny pieces of metal he intends to continue to exploit.
Admiral Duck Sauce 2010-01-04 16:40:24
Awesome indeed. I have no problems with the XM10 at first reading.

EDIT: I'll say it will use Rifle AND/OR Imperial Weapons. It's in that special place where it fires like an Imp weapon but handles like an Earth rifle.
Admiral Duck Sauce 2010-01-08 06:56:44
It's a long post, but I think hopefully breaking up the sections like I did works better than 3 pages about the wedding, and a page about the bad guys, and 2 pages about the trip to Whiirr.

I assumed Zaef is flying, Luis is copiloting, and Semo is handling weapons. If that's not cool, let me know. Your manta has a beamer turret and an killdrone launcher. The launcher is front-facing, so you have to get your target in front of you to kill them with that. The beamers shoot all over but are weaker.
Admiral Duck Sauce 2010-01-08 16:01:08
Addendum: It only takes a little bit of metagame thinking to realize I'm not about to shoot you down and kill all of you. That would end the game, and be stupid and mean. But the stakes at hand are things like do you start the mission wounded, do you have a working manta, do you lose equipment, does poor NPC Danny Kang get blown out of the hull, that sort of thing.
punkey 2010-01-08 19:52:28
Also, blowing the ship full of psycho alien-Delta badasses before they land and make our lives hard would be nice. :D
e of pi 2010-01-12 06:49:46
Basic idea here is to kill our velocity quickly, to something close to a dead stop relative to the planet. So, we flip over and thrust hard. (That's what he said?) Once we're pretty much stationary, we're going to try and line the nose up on the other Manta.

If the enemy Manta is coming in from behind, we can do both with the same flip, compromising how well we do on coming to a full stop to aim the launcher at them as we fire the engine to slow down.

As far as actions, Zaef is making the flip and setting up the burn. Luis is going to take partial control once the engine is firing and we've dumped some speed to help align the nose with the other Manta. I think that'd be an Assist on Targeting with Luis' Piloting. If so, I want to assist at d8.

On another note, if we were caught a bit off-guard by this other Manta, any chance they're caught off guard by our whole sneak attack and not all properly strapped in? If so, they'd have a choice between not flying to their best performance (in a fight, this is known as "you will die") and covering the leather with a red jelly that used to be the people who weren't strapped in.
Admiral Duck Sauce 2010-01-12 21:29:12
Trying to think of a good Imperial-style name for "Ivan" now. :)

Mechanically, the better pilot roll from round to round gets position on the other guy. Last round Zaef and the bad guy tied, so you were both able to get accelerator shots off.
punkey 2010-01-12 22:37:09
This is a fight we really don't want to lose, so maybe some WD might be called for. Not about dying (mostly), but losing equipment would be bad, and killing these guys would be very good.
Gatac 2010-01-12 22:41:50
Yes, I must question the wisdom of putting the new baddies into one place where we can shoot them all down together before we even meet them. :)

Then again, maybe they pwn us hard.
e of pi 2010-01-12 23:13:46
For the record, this was not a "Crazy Ivan". Not in the slightest.

That was a
Crazy Ivan 2.0
Now with shooting!
Ask for it by name!
Admiral Duck Sauce 2010-01-14 17:52:04
I typically use Wild Dice for you guys for defensive rolls, and then only if it's a situation where you only failed a roll because your dice choked or if Wild Dice could at least mitigate a high-Wounds hit down to a few Wounds and Shock. I don't like to spend them on offense unless I've been told, and although everyone else would love to spend his WD, Gordon has not authorized it himself. In a tabletop situation, you'd roll 'em yourself and choose when to stop burning through your metagame resources, but because this is a PbP situation, what I do is roll WD until you beat the difficulty or you would be out of Wild Dice. I then tell you how many Wild Dice it would take to succeed and you pick whether it's worth it to lose that many.

Sometimes all your Wild Dice don't roll well enough to beat the difficulty. That was the situation with Zaef and his implacable foe over the course of 3 rounds filled with whiffs on all sides. That's changed, though, with this newest round.

Gordon, it would take 1 of Semo's 7 total Wild Dice to hit this guy. Let me know if you want to spend it. :)