Basically, the advanced combat rifle as listed is irreconcilable with Field Guide.
However, Clash Ten could be unbullpupping the the advanced combat rifle, exchanging it with a folding stock, and shortening the barrel to carbine length, so we might end up with a eight hundred starbux alternative, three dice minus one, four hundred five metre range.
Clash Nine can't work, because I don't understand the relationship between the the increased range of the advanced combat rifle to the Field Guide sidearm design sequence.
Clash Ten would work since you can substitute out the barrel, and in accordance to the modular rule, without cost or weight change. In theory, you could assaultize it, but I don't think's worth reducing damage by a third.
Long isn't worth the effort, but very long for the sniper option is for twenty five percent range increase. Heavize it, and it's an alternative to the squad automatic weapon. Five hundred sixty two and a half metre range.
The folding stock debullpupizing has about three aspects to it:
1. Maintaining the aesthetic of previous generations.
2. Simplifying maintenance, since you're likely issuing them to militias and idiot proofing has to be a priority.
3. And making it as cheap as possible, but still viable.
There's still the added cost of ruggedizing and vacuumizing it.
Autocarbine (TL 5): The forerunner of the assault rifle, an autocarbine is simply a carbine (see below) capable of automatic fire. It is fed by a 20-round magazine and uses standard 5mm light rifle ammunition. Replacement of an empty magazine takes one minor action. Muzzle velocity is high enough to give this weapon an intrinsic Semi Armour Piercing (SAP) effect, ignoring up to 1 point of armour.
Since the survival rifle is two dice minus one, this is an intermediate cartridge.
I thought of Smasher for the submachinegun, but the brand feels somewhat overpromising results.
The Grand Rifle would sort of be a compromise between a plausible hunting rifle, and a capable paramilitary weapon.
Technological level four are single shot percussion musket rifles, whereas by five you have automatic large magazined rifles, or at least, carbines.
The Grand Rifle would be a heavy rifle, not compromised with a carbine barrel, since that would be four dice minus two, which would not be too far off from three dice plus three, 14-2/2-22 versus 10.5+3/6-21 for an uncompromised battle rifle; range three hundred sixty versus three hundred.
It would have a fixed magazine of between eight to ten rounds, and four dice at four hundred metres compares favourable to the advanced combat rifle of three dice at four hundred fifty metres.
Bullets can be technologized independently of their intended platform, and you might want more kick when facing heavily protected opponents.