Hydrolysis
Tactical Index

11/12/00










Reference








Relative Weapon Classes

Many people attempt to classify weapons according to their size. However, the purpose of classifications is so we can make generalizations, and with such classifications we cannot make generalizations without also knowing who is using the weapon, because a weapon which is deadly in the hands of an adult might be simply silly in the hands of a five-year-old. One could argue that a five-year-old is not dangerous no matter what weapon he carries, but this is not true when he is fighting other five-year-olds.

For this reason, I sort weapons into classes relative to the user. If we assume that battles will take place between people of comparable physical characteristics, then what is important is not the weapon's power, but its relative usefulness. This prompts the development of four categories:

Escort Weapons are weapons which do not significantly encumber the user, either through weight or through size. Someone armed only with an escort weapon (or possibly two) should be as fast and as agile as if he were unarmed (or nearly so). Escort weapons are useful for providing escort for a moving target (as their name implies), engaging in hit-and-run missions, and form an excellent front line for an organized assault. Optimally, every group of soldiers should contain at least one person armed with only escort weapons to prevent teammates from being swarmed.

Assault Weapons are weapons which encumber the user only because of their weight. Because the majority of the weight of a weapon is contributed by the water supply, an assault weapon is a nuisance to lug around when its full, but is no big deal when you start running low on water. This makes it ideally suited for a major assault, because it packs good firepower but returns mobility as the battle goes on, which should compensate for fatigue or allow you to retreat. Assault weapons can also be loaded with a small amount of ammo and carried as a secondary weapon to be used once before refilling when an extra burst of firepower is necessary, such as on a hit-and-run raid.

Because they are initially heavy and somewhat difficult to use, assault weapons are best accompanied by people using only escort weapons to keep more mobile enemies at bay while the assault weapons unload.

Defensive Weapons are weapons which are so big or so heavy that they encumber the user even when they are empty. This is generally the smallest category, and often includes only backpack weapons. Because the wielder of a defensive weapon will have trouble running or dodging, they should find a position with good cover where they can remain for most of their combat. This way, they can utilize tremendous firepower without being swarmed by faster enemies. Defensive weapons are good for sniping only if there is no chance that the sniper will have to beat a hasty retreat.

In a pinch, defensive weapons can be taken along for a major attack. In this case, they should function as bombers, staying at long range and providing support fire while teammates charge. Any plan that requires someone to move quickly over long distances or to fight at close range while using a defensive weapon is a bad one, although for some people no weapon might fit into this category.

Even in a strictly defensive situation, it is best if some defenders use only lighter weapons, or have the option of ditching their defensive weapon in favor of lighter ones.

Junk is what we call any weapon that is so encumbering, has such a limited water supply, or has such pitiful firepower that it is rendered effectively useless. Weapons that are broken, jammed, or ruled illegal also fit into this category. The only thing junk is good for is establishing a false base.