Marines/Equipment

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Maquis Forces International Marine Corps
Marine Equipment Identification Manual
By
Major Marc Easterly
Gunnery Sergeant Mikel Beggs
Corporal. Steven Gillis
MFMC

Index

Contents

Introduction

Traditionally, Marines are considered light infantry. This means we use our feet for much of our transportation and carry everything we need to make war on our backs. We don't need alot of stuff and don't make use of the creature comforts many other branches use.

Often we fight on planets barely hospitable to humans, making transporter difficult or impossible, sometimes the conditions are such that phasers and other electronic weapons are useless. All this means we must have a wide variety of weapons in our arsenal, and we must maintain a high level of proficiency in thier use at all times.

1. Personal Equipment

Type VII Wrist Beacon
This is a fairly recent addition to the Starfleet inventory, and was promptly stolen by Orion smugglers on behalf of the Maquis. Added in 2371, it was designed with the idea of providing away teams with a way to produce extra illumination in a hand's off capacity. The Type VI produces two beams of light, and attaches to the wrist by way of a velcro strap. It is extremely sturdy and will remain in place through even the most treacherous movements. Included on the Type VI is an emergency transporter beacon which can be used to enhance the wearer's signal in case of an emergency beam out.


Communicator
Communicators provide voice transmissions from a planetary surface to an orbiting spacecraft or station, and between members of a landing party. Communicators also provide a means for a ship's transporter system to determine the exact coordinates of a crew member for transport back to the ship.

Early versions of the communicator were compact handheld units with a flip-up antenna grid. Starfleet briefly used wrist communicators, but more recent units have been incorporated into the Starfleet insignia worn on each crew member's uniform. These combadges have a dermal sensor that can be used to restrict usage to one authorized individual only. Starfleet combadges are programed to activate automatically when the casing is destroyed, a feature designed to help rescuers locate a seriously injured person. The current combadge device is constructed of a crystalline composite of silicon, beryllium, carbon - 70 and gold.


Thermal Gear
Maquis Thermal Gear is designed for an environment that is exactly opposite of that intended for Starfleet Desert Gear use. They are intended for planets that have ambient temperatures that are below freezing or just slightly above.
The uniform is composed of several layers. The first is a thick jacket designed to absorb surrounding heat, a pair of long johns of the same design and material make up the second layer. Finally there is a mask and a pair of interactive goggles. The goggles contain night vision enhancement sensors along with a built-in communication system.


Desert Gear
Maquis Marine R&D has developed a multitude of outfits designed specifically for use on planets whose environments could be considered harsh. One of these, is designated as MFMC Desert Gear. These suits are designed to reflect away sunlight and heat and their interiors are made specifically to keep the wearer's body at normal temperatures.

Although these uniforms are not perfectly designed to keep one unaffected by exterior temperatures, they are much more comfortable then attempting to hike across a desert in standard duty uniform. The uniform is made up of a large hooded cloak designed to protect the wearer from the effects of direct sunlight. The undershirt has no sleeves and is composed of a light material, similar in many aspects to Quaverian cotton, but lighter, allowing more air flow through the uniform itself.


M856 Light Combat Armor
An upgrade of the "Clapper" armor suit, the armor panels are now wrapped in an energy absorbing micro-fiber mesh to reduce noise and increase protection levels. The M856 light combat armor is composed of 18 separate, but interconnecting armor segments which are snapped in place over a thermal and energy resistant body glove.

The suit provides complete protection from energy blasts below level six, moderate protection up to level eight (the armor may experience burn through, but the body glove will absorb the majority of energy which penetrates, and protection from the lethal effects up to level ten (but medical treatment will be immediately necessary). The strap on helmet of the suit includes a complex communication's suite, and an articulated visor with built in anti viral, anti chemical filters, macro binoculars, and a basic sensor system.


M860 Light Combat Armor (Chameleon Armor)
A product of the Maquis Corps of Engineers, designed for special operations and Recon. Chameleon armor uses a variation of cloaking technology, which renders the wearer nearly invisible. because of the weight of the sensors and equipment, the suit offers the same protection as standard light combat armor.


M863 EVA Spacesuit
The current operational EVA pressure suit used through out Starfleet and therefore the Maquis, the Type - 3 SEWG. This model is characterized by modular construction designed to fit most humanoid personnel.

The average suits empty mass is 19.6 kilograms, and 30.1 kilograms with backpack and full consumable loading. All flexible inner pressure bladders are constructed from 59 alternating microlayers of duranium hexylamide and 2,1,3 polyurmedane, with a total thickness of 0.86 centimeters. The outer thermal micro meteoroid covering consisting of 61 layers of woven disellenide-carbonitrium fibers jacketed with plasma-sprayed silica excelerine, with a total thickness of 1.2 centimeters. The helmet, backpack and chest plate are typically molded from aluminium borotritonide and standard transparent aluminium is employed in the helmet face plate.


M866 MC-EVA Suit (The "Hard Suit")
Realizing the need for specialized combat suits for the Marines the Maquis Corps of Engineers created the MC-EVA suit. It's a hard bodied suit that serves the dual purpose of acting as an EVA suit as well as combat armor for the Marines. It's lightweight and flexible construction allows for the wearer to be more agile than in standard Starfleet EVA suits.

Complete with gravity boots and helmet the MC-EVA suit allows for Marines to operate and fight in any environment. With all the functions of a standard EVA suit the MC-EVA has the additional feature of a retractable face plate on the helmet of the suit allowing the helmet to be used as a combat helmet as well. Built into the MC-EVA are a shielded communications array, medical monitors, minor medical treatment system, stops blood loss, etc. and an oxygen filtration system (for extended operations).


M890 Infiltrator Battle Armor
Development of the suit was a joint project of the Maquis corps. of engineers and Marine recon teams. The Infiltrator was designed as a mass-manufactured battle armor suit for deployment with the MFMC. Unlike previous models, the Infiltrator suit features armor composite sheaths to contain and protect its layers of myomer musculature. The suit also features integral mounts for jump jets and a gyro-stabilized gun mount on the right arm, phasers and machine guns are the most common weapons.

Integrated into the suit are communicators, Global Positioning Devices, and sensors capable of relaying back the medical condition of the wearer, this sensory relay also allows for medical personnel to offer limited medical treatment to an injured Marine and possibly sustain him/her until they can be taken to a medical facility.


M893 Hawk Battle Armor
Inspired by Land Air Mekk's (LAM), Hawk battle armor is fully airborne. Though the final production model possesses only limited flight capabillities, it is nonetheless an impressive accomplishment. Named for a predatorial bird, the Hawk achieves flight by means of an advanced propulsion system adapted from standard Mekk jump jets.
Computer controls divert portions of the main thrust through dozens of directional exhaust ports to obtain stable flight as well as complete VTOL capability. The result is an incredibly agile unit that is the fastest independant infantry in known space. In order o make the suit light enough for sustained flight, the Hawk's designers had to strip away most of the armor found on heavier Battle armor designs.

The suit's weapon load is ight as well, mounting only a single compression pulse phaser rifle as its main armament, backed up with an anti-matter bomblet rack attached to the suit's jump pack.


M895 Sehlat Anti Mekk Battle Armor
Another development of the joint project between the MFMC and Maquis corps. of engineers, designed to incease survivability of Anti Mekk infantry. Using the latest techniques in small-scale armor design, the Sehlat mounts enough armor to withstand a direct hit from most Mekk weapons. The Sehlat is an impressive design, mating a heavy powered-armor suit with myomer musculature.

The Sehlat has a fully articulated claw used primarily during "swarm" attacks against enemy Mekks mounted on the left arm. The suits primary weapon is a heavy phaser, when used in cooperation with the Marines team-mates, has the capability to burn through the armor of Mekks as well as tanks.


Plasma Saber
The "handle" of a Plasma sabre is 15 to 20 cm in length and 4 cm in diameter, it emits a one meter beam of plasma capable of cutting nearly any material. The saber "blade" has no weight of its own, therefore wielding a plasma saber takes training and much practice to avoid seriously injuring yourself. There are several "blade" colors available, dependant on the focusing crystal. Note: Plasma sabers require advanced training before a Marine is allowed to carry one as part of his/her unifrom.

2. Weapon Systems

===Conventional Weapon systems===� M4A4 Pistol
The M4A4, with its older variants , has been the MFMC standard non-phaser sidearm for the past sixty years. It is a 10 mm automatic, recoil operated, magazine fed hand weapon. The working mechanism is made of duranium alloy with some polymer parts and the outer casing is manufactured from lightweight alloys. The entire weapon, including a full 15 round magazine weighs less than 1 kg. The cartridge is a 10 mm ball rimless straight round with a projectile weight of 140 grains (9 grams). The sidearm uses the standard R90 round wich works well against targets wearing light armor.


M41A3 SLR
The M41A3 SLR (Self Loading Rifle) is the standard projectile rifle of the MFMC.

The current service model has an over-under configuration incorporating an M63A1 pump-action grenade launcher. Lightweight and rugged the XM-40A3 SLR is constructed largely from ultra-light alloy and many internal parts are molded from high-impact temperature resistant polymer. A retractable stock allows the rifle to be used either in carbine format (with the stock retracted) or as a rifle, with the stock extended for greater stability during automatic fire from the shoulder. Sighting is made down a groove in the carrying handle, with an adjustable tangent leaf backsight positioned in the rear slot. The rifle is recoil-dampened to reduce muzzle climb during burst and full automatic fire.

From the thumb selector, the weapon can be set to semi-automatic, three round burst, or full automatic with a cyclic rate of 960 rounds per minute with a  maximum range 2,100 m, and a maximum of effective range 600 m . A manual cocking lever located in the upper reciever allows the operator to clear the breech in the event of a stoppage, or to check the chamber prior to storage. An LED display situated just below the receiver indicates the ammo remaining in the magazine, this display can be dimmed for night operations.

The M41A3 fires the standard R93 10x30mm round. This ammunition comprises a 215 grain projectile embedded within a caseless propellant block of Nitradite 90. The propellant content is small but very effecient, generating muzzle velocities of 970 meters per second. The round is steel-jacketed and explosive tipped, with impact fusing which is pre-set during manufacture. Terminal ballistic characteristics have been optimized for maximum lethality against infantry wearing personal armor. The round is designed to penetrate armor, exploding just after impact to inflict lethal internal damage. The standard clip holds 95 rounds in a staggered manner.


M63A1 Grenade Launcher
The M63A1 is a 30 mm grenade launcher typically attatched under the barrel of a rifle. Comprised of a barrel, breech and a five round internal magazine which is charged by handloading individual grenade cartridges into the mechanism. A pump action is used to load rounds into the breech and cock the firing mechanism. Once loaded, the launcher is primed to fire from a trigger positioned just in front of the magazine housing, whish is used as a handgrip when firing a grenade.

  • M38 High Explosive Armor Piercing (HEAP) round

Capable of penetrating 7 cm of homogenous steel, the round bursts with a casualty radius of 5 m. This round is marked with a green cap. The G44 has an effective range of 300 meters.

  • M40 High Explosive Fragmentation Round

With a range of 400 meters, the explosive element consists of a notched steel wire wrapped around a charge of compisition 8. when the round explodes, it spreads over 2,000 fragments over a ten meter radius.

  • M51A Bounding Fragmentation Round

This red-capped round is not point detonating like the G44 or G36. Effective to 320 meters, and with a damage radius of 15 meters. When the round impacts, a small charge propels it two meters into the air where it airbursts for additional effect against enemies in the open.

  • M108 Canister (Buckshot) Round

Essentially a large shotgun round with a range of 40 meters, this cartridge identified by a flat, black nose gives the Marine rifleman effective firepower for close-in engagements.

  • M230 Baton Round

This round fires a low velocity polymer projectile capable of incapacitating or even disabling an unprotected humanoid target. With an effective range of 30 meters the G32 is only useful for close range crowd control.

  • M60 White Phosphorous Incindiary Round

Effective to 300 meters, this white-capped round contains a filler of white phosphorous which spreads up to 20 meters after impact, creating a rising smoke and intense flame.

  • M72A1 Starshell

Marked with a white "S" on the tip, the M72A1 is fired 300 meters into the air where it releases a parachute and ignites, providing illumination of 80,000 candelas for approximately 60 seconds.

M56A3 Smart Gun (Squad Automatic Weapon)
The M56A3 is a 10mm general-purpose automatic squad support weapon, effective out to 1500 meters. The weapon is chambered for the R93 10x30mm caseless round. The gun also incorporates a muzzle booster to ensure the necessary operating forces from the large round. Cyclic rate is around 1200 rpm, The gun is constructed largely from molded carbon-fiber stampings, though some interior parts of the mechanism are made from polymers. The replaceable barrel system is air-cooled, though a heat-sink attatchment can be jacketed onto it.

The system is mounted on an operator's harness and slaved to an infrared tracking system. The gun is self-steering on the mount, though firing must be commanded manually. The entire gun assembly (including harness and full ammo load) masses 18 kg. The length of the gun itself is 122cm, and the length of the barrel is 55 cm.


TR-116 Sniper Rifle
The TR-116 was developed by Starfleet for use in areas where normal phasers would be useless - within dampening fields or radiogenic environments, for example. The weapon was designed to be as simple and foolproof as possible - it used a chemical explosive to fire a Tritanium bullet and had no electrical or optical systems at all. The performance was poor by the standard of phaser weapons - range was limited to around one kilometer at most, and the largest feasible magazine was only capable of carrying thirty or forty rounds. However, in the kinds of environments the rifle was designed to operate in most opponents would be completely unarmed, while species like the Klingons would be reliant on swords and knives. Against that kind of opposition the TR-116 was more than adequate. The development of regenerative phasers which can also operate within energy-hostile environments made the TR-116 obsolete, and Starfleet dropped the program as soon as they were confident of its replacement. For some years the design remained merely a forgotten replicator pattern, but in 2375 a modified TR-116 was used to commit three murders on board Deep Space Nine.

The altered weapon included two major changes. First, it was fitted with a microtransporter; when the bullet was fired the transporter beamed it to within less than 10 centimetres of the target. By using an exographic targeting sensor the killer was able to scan through many layers of bulkheads, allowing the TR-116 to be fired through walls or flooring. Chief O'Brien reproduced these alterations on another TR-116, which Lieutenant Dax subsequently used to find and capture the murderer. Operating the weapon is simplicity itself; the targeting scanner is located on the rifle, transmitting its viewpoint to a headset worn by the user. A simple thumb control moves the viewpoint forwards and backwards, allowing it to pass through walls as needed. The targeting graphic cues the user to fire whenever a target is in the line of fire.

Some thought has been given to producing the modified TR-116 as a field weapon, but while the displaced targeting system is ingenious the basic limitations of a projectile weapon remain. Since phaser beams can be transported on the way to the target much as bullets can, displaced firing is likely to become a feature of phaser weapons in the future.


M240A1 Flamer
The M240A1 is a lightweight, carbine-format flamethrower designed for use in close combat at the squad and fireteam level. Using pressurized, ultra-thickened naptha fuel as a base and ignited by the nozzle burner, the M240a1 can shoot flame at targets up to 30 meters. Once a target has been hit, fuiel droplets from the flamethrower will stick and continue to burn for approximately 30 seconds. with suffiecent fuel in a standard fuel reservoir for a busrt of up to forty seconds, the M240A1 is undoubtedly one of the most fearsome weapons in the Marine inventory, and has proven especially useful in close combat.

It is also ideal for use against fortifications because of the ability of the flame to be directed through defensive apertures. However, it is unpopular with many of its operators, partly because of its short range, and also because of the tendency of the fuel reservoir to rupture violently when hit by shrapnel or small arms fire. The M240A1 is 88cm long and weighs 2.7 kg with a full reservoir. A valve at the rear of the incinerator is used to refuel the weapon; alternatively, the reservoir can be screwed off and refilled or replaced seperately. A twist valve on the flamethrower regulates the fuel flow and a thumb switch on the handgripelectricaly ignites the nozzle burner when depressed. (Important: naked flames should not be permitted in any pressurized environment with a high oxygen content.) The potential for collateral damage is a serious constraint on the use of incindiary weapons like the M240A1.


Hand Held Knife
It should be noted that while the smallest item on this list is a hand phaser, the combat knife is still a basic part of the Marine's arsenal, as it has been for hundreds of years. Knife selection is usually up to the Marine's personal preference, though there are several standard types available. In addition, many Marines supplement their technological arsenal with one or more small hand weapons such as garrotes, throwing stars or knives, bolos or the survival axe and survival machete shown below.


Heavy/Support Weapons

MR-65 Projectile Launcher (90mm Mortar)
Direct weapons are all well and good, but sometimes a target needs to be hit with something a little more basic. For that reason, the MR-65a is in use by the Marine Corps to hit a target with a wide variety of indirect ordnance: concussion, photon, and plasma grenades. Smoke canisters. A basic weapon the user simply aligns the MR-65's cross hairs into the proper position on the readout, and drops the round into the tube, a magnetic accelerator lobs the ordinance to the given location. The MR-65a has an approximate range of 2,000 meters, depending on the ordnance used and can be used free-standing on its own supports or mounted, depending on the terrain.

*M198 Concussion round
The M198 round produces a concussion wave with nearly a twenty meter effective range, and will kill or incapacitate virtually anything within that radius.

  • M194 Photon round

Basically a miniature photon torpedo, the M194 round carries a miniscule amount of antimatter and has an effective blast radius of thirty meters.

  • M212 Plasma round

While not as powerful as the M194, the M212 Plasma round delivers a major punch to fortified positions, with a devastating effect within ten meters.


M196 Smoke canister
Producing enough smoke to obscure a 30 meter radius for approximately 3 minutes.


TFL-16 Isomagnetic Disintegrator
Primarily an anti-armor weapon, the TFL-16 is a heavy energy weapon that uses a focused blast of zero point energy to obliterate its target. Mounted on the shoulder, and resembling the "bazooka" of early 20th century Earth, the ID is a devastating weapon. Upon gaining a target lock upon an enemy vehicle, the ID's mini-computer calculates the proper firing angle, taking into account speed, direction, and gravitational fields in order to maximize the chance of complete vehicle destruction. When fired, the ID taps into the zero point domain and extracts a portion of energy, containing it within a magnetic shell. A subspace accelerator then rockets the ZPE bolt down the firing tube and upon the target. If the computer has calculated the proper firing angle, the ZPE bolt should impact the target and disintegrate it from the continuum, resulting in a white hot flash followed by a thunderclap as air pushed out by the massive energy release rushes back to fill the gap of where the target once was. The ID can, however, be used as an area effect weapon if such results are desired.

The user inputs the desired area of destruction (limited to 50 square meters for safety reasons), and fires. Enough ZPE energy is extracted to disintegrate anything within the given area, usually carving a meter down into the planet's surface at the same time.


QT-7 Microtorpedo Sling
Based upon the TFL-16's configuration, the QT-7 instead substitutes micro-torpedoes in place of the zero point energy extractor. Microtorpedoes are only thirteen centimeters in length, allowing for a large number of them to be carried for area effect and anti vehicle use.

The operations are simple. Choose a target, point at it, and fire. The computer does the rest. It feeds the information into the microtorpedo's miniature computer, which alters its trajectory just as soon as it exits the tube, almost assuring a hit. A small anti-grav motor allows the microtorp to perform enough basic maneuvers to follow a target's movements before it impacts at about six thousand kilometers per hour.


Phaser Weapon Systems

Type III Phaser Pulse Pistol ("3P", "Triple P")
The second generation phaser pulse pistol is the standard close combat sidearm issued to all Starfleet Marines. Pioneered in the mid 2370s, the PPP uses a similar firing method found in the Type IIIa compression phaser pulse rifle, but compacts it into a 'handgun' style configuration.

Research has proven that the design not only is much easier to fire and aim than the Type II, but also has a much more profound psychological impact upon the target. This is partially due to the profound "theee-wump!" sound that the PPP gives off as it fires. The refire rate on the PPP is staggering. The weapon is able to fire for extended periods, as fast as the user can pull the trigger. Depending on the setting, the side arm's power pack can fire as many as one hundred rounds (setting one).

The drawbacks to the PPP are it's increased size over the Type II, and its limitation of settings. There are only six options for power levels on the PPP. Two stun settings (equivalent to 2 and 3), two medium settings (equivalent to 4 and 6), and two heavy settings (equivalent to 7 and 9). However, the ease of use and ergonomics of the PPP outweigh these few limitations. Given the other side arms available for Marine use, and the close combat situation which the PPP was designed to operate under, the Marine Corps has deemed these drawbacks acceptable and the PPP is the one weapon that every Marine, no matter their specialty, carries.


Type IIIb Phaser Rifle
Although an older weapon, the Type IIIb phaser rifle still finds its way into certain Marine battalions who swear by its capability, as well as those Marine squads or platoons who are tasked with "low risk" assignments where the use of the heavier Type IIIc compression rifle is not warranted. Still built using the basic configuration of the original Type III rifle, the modern day equivalent, like the Type II, is virtually unchanged. The emitter crystal, like the Type II's, has been fully upgraded for a greater firing life and thermal resistance, but in addition to that, a second, larger power cell has been included to compliment the original cell.

Limited to beam fire only, the Type IIIb suffers from a few drawbacks not present in the Type IIIa, such as the revealing nature of beam fire, the need to dwell the beam on a heavily shielded target, and the greater wear on the emitter crystal. However, the Type IIIb still serves the Marine Corps with distinction, with its ability to mount virtually any scope or sensor systems on the almost universal attachment clamp.

3. Mines and Grenades

3. Mines and Grenades  M-35 Pressure sensing mine The M-35 Pressure sensing mine is 30 cm across by 8 cm thick and weighs 9 lbs. It consists of a polymer casing (to make detection more difficult) with a 3 lb. charge of Composition 8, which hurls 5 lbs. of .30 caliber steel pellets in a 80 degree upward arc.  M-37 Presure sensing mine (Photon) The M-37 Pressure sensing mine is 30 cm across by 8 cm thick and weighs 9 lbs. It consists of a polymer casing (to make detection more difficult) with a .3 isoton yield, which will devastate a 25 meter radius.  Vibra-Bomb/Anti-Mekk The Mark 86 seismic sensory mine, or Vibra-bomb has a variable sensitivity, and when placed must be set to respond to a specific mass. The mass settings go from 10 to 100 tons in ten ton increments. The drawback to this type of mine is in the mass setting, for example a vibra-bomb set for 60 tons will not explode if approached by a 55 ton Mekk, and the same mine if approached by a seventy ton Mekk would explode while the Mekk is still 30 meters away. The Mark 86 is also equipped with an anti-transporting device and is not effected by electro-magnetic pulse devices.  Mark 57 Magnetic mine/Anti-Mekk The Mark 57 magnetic mine weighs 50 kg. (110 lbs.) It contains a 1 kilo charge of Pentaglycerine behind 36 kg (80 lbs.) of teflon coated forged titanium darts designed to penetrate armor. The Mark 57 is designed to explode when it detects a mass of 20 tons or more over the mine, exploding like an upward pointing shotgun tearing through the thin underside armor of vehicles or Mekks. The mine is 90 cm. (36 in.) tall and 45 cm. (18 in.) wide.  Mark 59 Command detonated mine/Anti-Mekk The Mark 59 command detonated mine weighs 145 kg. (320 lbs.) It consists of a 10 kg (22 lb.) charge of pentaglycerine behind 113 kg. (250 lbs.) of teflon coated forged titanium darts designed to penetrate armor with an effective radius of 60 meters. The Mark 59 mine is detonated on command by either a frequency command device or, a 300 meter two-wire cord, the detonating command may come from a person, or a sensor of nearly any type. Similar in construction to the Mark 57,  the Mark 59 is 110 cm (48 in.) tall and 60 cm (24 in.) wide.


Mark 66 Antimatter mine/Anti-Personnel The Mark 66 Antimatter mine is 30 cm across by 8 cm thick and weighs 6 kg. It consists of a green polymer casing (to make detection more difficult) and a .03 kg charge of antimatter. Much like the cardassian mine number seven, the Mark 66 can devastate nearly everything in a thirty meter radius.


Grenades

There are four major grenade types which the Marines in the MFI utilize: Concussion, Photon, Fragmentation and Plasma.

*Concussion grenades detonate and use a pressure wave to incapacitate or kill their target. They are very stable, and have a large detonation range. However, the "kill" setting has proved to only internally fracture the target's bone structure rather than cause enough internal injury to cause death on most occasions.

  • Fragmentation grenades are fairly stable and offer a good alternative on planets with conditions unfreindly to more adanced devices.
  • Photon grenades are little changed since the 2200s, and are in a sense miniature photon torpedoes. They use a small amount of antimatter (a fraction of a gram) to achieve their effect. They are relatively stable; however, extreme situations can sometimes lead to premature detonation as the magnetic fields holding the antimatter separate collapse.
  • Plasma grenades are the most unstable of the three grenade types mentioned here, but are also the most powerful. They are filled with plasma generated by a matter-antimatter reaction modified by dilithium -- essentially, warp plasma. When detonated, the grenade ignites the plasma, which expands in a wide radius, destroying nearly anything it comes into contact with.

4. Misc. Equipment

�M-486 Drone The M-486 Drone is a programable airborne sensor drone with a broad sensor payload, including motion trackers, infrared scanners, magnetic resonance, lidar, radar, and a broad spectrum jamming system. The M-486 has a range of over 10,000 kilometers, and a flight time of 72 hours before replacement of the energy cell is necessary. The drone has the capacity to carry four micro photon torpedoes. Genessee Class Assault Runabout This runabout is staffed by 4 Crew members and is capable of transporting up to 19 Assault Team members. The pilot's consoles are forward facing in front of two large windows. The two large windows are equipped with retractable blast shutters. View screens mounted within the forward corners of the cabin are used for External Viewing, Video Communication and Ship Status displays.   Specifications "Ground Assault" Version Length: 24 Meters Width: 10 Meters Height: 7 Meters Decks: 1 Crew: 4 Max Life Support: 25 Propulsion Systems MARA MicroCochrane Warp-Module, Enhanced Impulse Reactor Weapon Systems: Primary: 4 Type IX Phaser Emitters Secondary: Micro-Photon Torpedoes: - 2 Forward Launchers, 1 Aft Launcher Defensive: Auto Modulated Shields Transporter Systems: Personnel Transporters: 2 Max Objects / Cycle: 6 Computer System: LCARS Crew Interface   Tomahawk Class Combat Transport Vehicle or (CTV-180 Tomahawk) The CTV 180 Tomahawk was created and designed as a transport vehicle for Marines and the equipment they need for ground operations. The CTV-180 Tomahawk was never intended to be warp capable, it's main purpose is to transport Marines and equipment from ships in or near orbit to and from combat zones on planetary surfaces. The CTV-180 is capable of interplanetary space flight when necessary but it's range is limited and because of the lack of any meaningful arms it is highly recommended that this vehicle avoid any direct engagements with starships or heavily shielded facilities.   The CTV-180 can be converted for multiple purposes when the need arises, they can be used to ferry wounded out of the combat zones or reconfigured to a mobile command platform. The CTV-180 is also equipped with Electronic Countermeasures that allow it to jam enemy sensors and communications on planetary surfaces.   Max. Speed: Impulse Range: Limited Crew Capacity: Variable, 2 Fully Armed Platoons and Equipment, 2 Tanks and crew, 6 Warthog Class Fast Attack Vehicles with crews of 4 Marines each for a total of 24 Marines.  M577 Armored Troop Carrier, All Terrain This is the standard, all-terrain APC used by the MFI Marine Corps. It's a lightweight unit, and with the turret stowed, it can fit the standard UD-4L Dropship for Combat deployment. It has a bonded-ceramic reinforced chassis, and the interior is spacious. The drivers compartment can be sealed apart from the troop compartment, and the configuration of dual-life support systems allows for sealed-atmosphere use. The troop compartment has ample weapon and troop storage, and some units can be retro-fitted with a Tactical Operations suite, which allows Commanders the ability to receive data, voice and video streams from troops or slaved units, as well as relay this data to a mothership.   Role: Ground effect, Troop Carrier All Terrain/Environment  Height: Turret stowed 7'2"; Turret Deployed 9' 3" Width: 11'1" Length: 10m Speed: max 100kmph (flataway) Ground Clearance: 22 cm Turning Radius Clearances 8'2" Sloping: traverse up to 50* slopes with 6 directed antigravity mini-engines engaged Engines: Drive: four wheel, all-terrain with 2 vectored energy thrust assist engines. Power source: Nuclear Battery, rechargable, 100 hours operational life, full output Computer System: None Crew:1 driver, 1 commander plus 12 troops/gunners Gravity: None Armor: Heavy Neutronium with carbon fibre reinforcement Proactive / reactive armor panels over all critical systems. Nano-fiber reinforced transparent aluminum windows.Duranium troop pod, engine area, passenger area, and cockpit armor. Tritanium hull with ablative hull coat Armaments: 2 Light shuttle type phaser strips, one each side. Standard, dual linked RE702A dual-linked 40mm Gatling Cannons (front Mounted) and a configurable turret, which rides on rails and allows for 360* fire arcs. 9 troop firing ports in compartment armed only when manned (weapon type optional) Shielding: None Sensor suite: Class II Variants: M577 Factory Standard, 1 rapid fire photon grenade launcher M577A Phased Plasma Cannons (2) M577A1 Particle Beam Cannon, Type 1 M577A2 Particle Beam Cannon, Type 2 M577A3 Advanced Pulse Phasers M577A4 18 Mk 12-A 'Lawnmower' micro-cluster missles M577B Tactical Command Scout, upgraded sensor/Comm suite M577C Med-Evac APCScout (with enhanced relay and ECM 'saddlebag' packs. Misc.: Built in COMM unit relay   FAV-260 Warthog The was designed from the ground up to be a fast attack vehicle. Capable of traversing almost any terrain the FAV-260 can carry a crew of up to 5 Marines and be fitted with weaponry that would allow it to wreak havoc behind enemy lines. With a top speed of 120 mph the FAV-260 can get a small squad of Marines in or out of a hot zone quickly. The FAV-260 is best utilized as a patrol and support vehicle and allows for patrols to cover a much greater area than by foot.   Role: Ground effect, Fast attack Light patrol Length: 4m Speed: max 240 kph (flataway) Engines: Magneteohydrodyne   Computer System: None Crew: 1 (4 passengers) Gravity: None Armor: Light carbonferro-alloy ceramic Armaments: SAW mount on roof Shielding: None Misc.: Built in COMM unit relay, GPS   Variants: Scout (with enhanced relay and ECM packs.) Command (with enhanced computer uplinks replacing SAW mount)

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