Well, just be glad she doesn't consider that to be an insult. In fact, it takes quite a bit to get her annoyed, and she makes it pretty clear when she wants you to stop.
It'll be a notable feature at any rate. Try not to kill each other, yeah? I might have to include a NPC who job is to discourage infighting in the group...
This looks interesting. I must ask, how long did the war go on for? As that may prove key to my character design.
About three years; and it's been three years since the armistice was signed. Also since the precedent has been set, everyone is allowed two characters, but no more for now.
btw, @Roland Weiss would you mind if the Charge Rifle stats were more or less the same for Amira's assault rifle?
How involved are computers in this world? Because I am thinking of doing a Neuromancer inspired character, very tech heavy. Neural implants, full VR implants with cybernetic eyes. Thinking he can be the brains of the hired brawn, more of a tactical manager than a frontline combatant. Sure, he'll be able to hold his own if need be, but he would rather not get his hands dirty.
Assuming everyone has computers, radio comms, and the associated software, you could set up a tac-network. UD GmbH might even give you access to a satellite uplink.
Alright, cool, I'll start working on it then! Also, May want to add the weapon type thing onto the OP.
Just a recommendation, no need to follow it; as the one handling the tactical details, he might be a proper employee of UD GmbH rather than some gun-hand merc.
So here's the conventional firearms catalogue; these are only examples, so if you want something different, feel free to run your idea by me. 7.5mmP Holdout- The backup gun; this pocket sized sidearm is unlikely to scare anyone, but for the individual who needs something rather than nothing, it’s a place to start. At least it holds a respectable 18 rounds. 10mmP Standard- with a little more punch than the .40 S&W, armies on both sides of the war issued these standard. With a high capacity of 16 rounds on average, a couple features are available: -Double tap sear: Designed to fire a 'high cyclic burst' this modification allows you to fire two shots before the recoil affects your aim. This will guarantee both shots will land next to each other, if not on the same spot. 15mmP Magnum- Think Desert Eagle. They've never been standard issue to any military, but there always seems to be a market for these wrist-breakers. The standard magazine holds 8 rounds. 18.5mmS Shotpistol- With a bore diameter matching the venerable 12 gauge, this pistol might seem excessive, even while sitting next to the 15mm pistols. It does have some utility thanks to its payload potential. Besides the standard shot loads; flares, grenades and chemical rounds have been designed for it. It holds 4 rounds in its mag tube. 10mmP Machine Pistol- Based off the ubiquitous standard pistol, this is a select fire model with a cyclic rate of 600 rounds per minute. Although it can use the same magazines as its semi-auto cousin, this one comes standard with 30 round magazines for that little extra burn time. 5.7mmP Personal Defence- For vehicle crews and rear echelon troops. It is also standard issue for train guards. It fires a cartridge resembling a miniature rifle round, and at an impressive cyclic rate of 1200 rounds per minute. It feeds from a horizontally mounted 100 round magazine. Though its high velocity cartridge normally comes in armour piercing, it inflicts small wounds, relying on volume to kill. 7mmR Hunter- As the name implies, these rifles are marketed to civilian hunters and sport shooters. With a simple semi-automatic action, and a long barrel, they are accurate and controllable. It feeds from a 10 round magazine. With some work, they can be converted to full-auto fire and to use high-capacity magazines. -Assault Carbine Variant: Military model designed for select-fire in its standard configuration, with a full-auto cyclic rate of 900 rounds per minute. Magazine capacity is 50 rounds. 10mmR Storm Carbine- Firing a bigger round than the assault carbine, this rifle is for those who need more stopping power. This comes at a cost though, the cyclic rate is slower at 600 rounds per minute, the magazine holds a more modest 30 rounds and of course, the recoil and ammo is heavier. 10mmLR Designated Marksman Rifle- Firing a ‘magnum’ version of the standard 10mmR round, this semi-automatic rifle is for those who find the 7mm hunter inadequate. It has high accuracy and is usually accompanied by a scope, and feeds from a 12 round magazine. 15mmR Anti-Mareriel Rifle- A bulky, heavy, expensive rifle for those who just want things to die. Be it lightly armoured vehicles, low-flying aircraft, combat robots or battlesuit troopers. It has an integral scope, killer recoil, and good accuracy, at least for the first shot. Magazine capacity is 10 rounds. 25mmR Payload Rifle- Firing a heavier, slower round than the AMR, the primary purpose of this gun is to use high-explosive rounds, shaped-charges, and other calibre dependant projectiles. The low velocity does limit accuracy, and in military service it’s been designated “Man Deployable, Grenade Projector” or MDGP; this led to the nickname “Medical Doctor, General Practitioner”. Its bulky magazine holds 8 rounds. 18.5mmS- Coming in a variety of options. all using the same interchangeable rounds. Ammunition options are endless, though buckshot, birdshot and slugs are ubiquitous. For the pistol model, see the pistol section. -Civilian: Your basic semi-automatic design. Feeding from a 5 round tube, it’s primary use is as a hunting and fowling gun, but police and security forces gladly use it for riot control; with the appropriate cartridges, of course. The police version has a larger 8 round capacity. -Close Assault: A select-fire variant for house-to-house fighting. It uses detachable magazines rather than an integral tube, with either 10 box mags, or 20 round drums. The cyclic rate is 300 rounds per minute. -Underbarrel: For those who want a shotgun on their rifle, there’s this attachment. As the name implies, it attaches to a standard underbarrel mounting rail, giving you the shotgun option without needing to swap weapons. It’s pump action though, limiting its rate of fire, and feeds from a 4 round tube. 7mmR Light Support- Chambered in the cartridge as the assault carbine, this belt-fed bullet-hose serves alongside its standard issue cousin. It has the same 900 round per minute output, but its belt feed allows an impressive 200 round ammo count. Swapping belts is a bit of an involved process, so make sure your allies have you covered. 10mmR General Purpose- Heavier duty in the same vein as the storm carbine, firing with the same staccato beat in tune to 600 rounds per minute. It uses belt lengths of 100 rounds. 10mmLR Chaingun- not to be confused with the gatling; who fed you that idea anyway? This electrically driven, though still single-barrelled heavyweight is as reliable as it gets; external power tends to make it immune to dud cartridges, misfeeds and other malfunctions. Is fires the same magnum round as the DMR, giving it quite the stopping power; and its 600 round per minute frequency and 60 round belt length will give your enemies pause. Notes on ammunition: The round the guns fire does determine a couple details, and the calibre is relevant. The bigger the bore, the more severe the wounds it will cause after it defeats armour. This will be abstracted for the most part. The other detail is armour penetration. The rule of thumb is rifles are good at defeating armour; pistols and shotguns, not so much. If you get armour piercing ammunition, even your pistol can defeat common ballistic vests, but its wounding potential will suffer. Those capital letters after the calibre number are relevant as well, and are pretty straightforward; P for pistol, R for rifle, LR for long rifle and S for shotgun. So there is some ammo interchangeability, but it’s not one size fits all.
Very nice! But a question, what's it going in the ways of compact shotguns? I'm talking sawed off size 12 gauge power.