Marine Equpiment

SFMC Personal Weapons

Personal Weapons

Personal weapons are weapons that are standard issue to every Marine Infantryman.

When on base or starship, a enlisted Marine not on training or a specific duty will wear their

- Marine II-D Sidearm with 3 extra clips
- Standard Duty Uniform (see below for Armor and Uniform)
- Pallas Helmet (See Armor and Uniform)
- Marine Combat Knife

When in operations or in the field, the standard marine will be issued
- Marine III-C Phaser Rifle, with 3 extra clips
- The Field or Heavy BDU (depending on the nature of the mission, again see Armor and Uniform)
- Pallas Helmet (Armor and Uniform)
- 3-5 Photon Grenades
- Combat Knife

It is not uncommon for individual Marines to stock up on extra clips or carry personally preferred weapons, and officers have even more latitude in personal equipment.

Marine Combat Knife

This is a survival and combat sheath knife. It has a single edged, 12" durasteel blade. Standard issue is a matte black finish to avoid reflection and decrease chances of detection, though many users will customize it to suit there needs and tastes- with choices of serrated edges, hand guards, decoration, etc.

The handle contains a few items that could assist in wilderness survival. (Small laser torch, wire saw, etc).

STATISTICAL INFORMATION:
1. Length: Blade- 12in. Overall- 17.25 in
2. Weight: 3lbs.

MAINTENANCE:
Minimal as blade maintains sharpness and avoids rust over long use.

Marine Sidearm- Phaser Mark II-D

The II-D was intended as supplementary side arm for Marine usage that would be capable of operating as a main weapon for troopers without a rifle, as well as a less obtrusive weapon.

Design goals stated it should be able to duplicate the firing rate of the Jem'hadar weapons and allow area saturation fire against hard to locate targets without loss of stopping power. The design should be easily maintained and modular in design to allow fast repair on the field with spare modules.

STATISTICAL INFORMATION:
1. Width: 6.5 cm ~2_ inch
2. Height: 13.8 cm ~5_ inch
3. Lenght: 30.5 cm ~12 inch
4. Weight: 1134 grams 30 oz.
Total energy reserve: 9.75x10^8 megajoules in hotswap sarium-krellide packs.

Power settings: 1-16 operatable by press buttons on the control panel. (Setting visible on the handle as a numbered and colored light).

FIRING MODES:
Changed with the control button on the control panel

Single - As in any other phaser weapon, one shot per pull of the trigger.
Sustained - A sustained beam or stream, useful for cutting through obstacles down or wearing down force fields or the target's resistance. Activated by holding the trigger down after firing.
Burst - Capable of firing up to five 'pulses' of energy within a second. Burstfire coils store energy in a similar way of the phaser cannon charging all the coils with the energy for the imminent firing. The coils cannot hold the energy for long, and the energy is let to 'radiate' out of the coils to avoid overload.
This reduces the life span of the energy pack by some 25%-35% and causes the coils to glow visible light and warmth and emit hums ranging from 20-40 Decibels limiting its use for mainly battlefield conditions. There is a delay of a 0.1 seconds between pulses allowing the user to 'walk the fire' between targets or 'hose' moving targets.
Randomization - The II-D comes with integral frequency variation circuitry.

TARGETING - SCOPE WITH 'RED-DOT' OPTION:
The II-D provides for precision fire with an imaging scope and a projected low powered laser beam for rapid short, range target acquisition.
Targeting information can also be displayed on the Pallas Helmet. The user has the choice of setting rate of fire and power setting either manually, or through the helmet.

MAINTENANCE:
The weapon's frame is cast into its shape and is thus nearly invulnerable to any bending or damage without using power tools. The weapon cannot be dismantled without first removing the power pack to eliminate any accidents.
The emitter crystal is 'grown' into the frame to eliminate any possible misalignment due to rough treatment and the circuitry is located around the frame allowing the frame to be removed by opening the front of the weapon and just pulling it out for maintenance.
Other circuitry frames are located in two casings on both sides of the frame to facilitate fast repair and easy access.

NOTES:
All Marines are to wear their II-D at all times when on duty and not in the field, and whenever possible off duty, except in situations where a sidearm would be inappropriate.
The II-B is available both to and through TAC/SC for rapid fire support of Tactical operations, at the authorizatiuon of the TAC/SC for the station or ship.

Marine Phaser Rifle- Mark III-C

The Marine Rifle differs from the standard Mark-3b in several ways.

The integral taccorder unit gives greater tactical advantage to a marine than a normal rifle with its targeting capabilities- the taccorder can be adjusted to various settings making it 'identify' various power, life or communications signals.

This makes it possible to detect/suppress enemies that are not yet visible. The design followed the principles of the pistol after the II-D's brute strength and very reliable build gained popularity. It is the first of the individual Phaser weapons that is truly capable of reaching the fire rates of the ancient firearms.

Strangely, hand to hand combat is increasingly common in modern combat situations. The III-C was specifically reinforced to allow a Marine to use it as weapon against an assailant wielding a Bat'leth or similar weaponry in close quarters, without damaging it. This is another factor in the III-C being heavier than similar Starfleet Rifles.

STATISTICAL INFORMATION
1. Length: 30 in/ 76.2cm

2. Weight: 9.9 lbs/ 4.5 kg
Total energy reserve: 12x10^8 megajoules in hotswappable sarium-krellide pack.

Power settings: 1-16 operatable by press buttons on the control panel, or with Pallas Helmet. (Setting visible on the handle as a numbered and colored lights).

FIRING MODES

Changed with the control button on the control panel, or by optical/verbal commands through the Pallas Helmet.

Single - as in any other phaser weapon, one shot per pull of trigger.

Sustained - A sustained beam or stream, useful for cutting through obstacles down or wearing down force fields or the target's resistance. Activated by holding the trigger down after firing.
Pulse - capable of firing up to 25 'pulses' of energy within a second. Burstfire coils store energy in a similar way to the phaser cannon charging all the coils with the energy for the imminent firing. Coils cannot hold the energy indefinitely and the energy is let to radiate' out of the coils to avoid overload.
This reduces the life span of the energy pack by some 45%-65% and causes the coils to glow visible light and warmth and emit hums ranging from 30-60 decibels limiting its use mainly to battlefield conditions. There is a delay of a 0.02 seconds between pulses allowing the firer to 'walk the fire' between targets or 'hose' moving targets.
The difference between the rifle and pistol is the coiling system. Pistols contain five coils but rifles have 5 large coils for every 5 firing coils thus enabling the great rate of fire. The greater fire rate does create an overheating problem if the weapon is fired continuously over several seconds.
The multiple coiling 'wastes' energy at an alarming rate but until that deficiency is solved, even with the III-C's larger energy clips. This is why Marines are advised to carry at east 3 extra power packs as a backup.
Randomization - The II-D comes with integral frequency variation circuitry.

TARGETING - RED-DOT TARGEREER,TACCORDER and SCOPE
The IIIC rifle utilizes a similar red-dot targeter and zscope unit as the pistol, but also built in to the rifle is a Taccorder unit.

A small view screen is set into the rifle, but normally the data from the taccorder is displayed on the Pallas Helmet VISOR, The taccorder can be adjusted and operated by hand but it has been found more efficient and faster to use pupil tracking and voice commands in battle conditions.

MAINTENANCE
The weapon's frame is cast into its shape and is thus nearly invulnerable to any bending or damage without using power tools, similar to the II-D sidearm that was the basis for the rifle. The weapon cannot be dismantled without first removing the power pack to eliminate any accidents.

The emitter crystal is 'grown' into the frame to eliminate any possible misalignment due to rough treatment and the circuitry is located around the frame allowing the frame to be removed by opening the front of the weapon and just pulling it out for maintenance. Other circuitry frames are located in two casings on both sides of the frame to facilitate fast repair and easy access.

The Taccorder unit requires more specialized maintenance that battlefield conditions might not allow but it is as modular in design as the other components of the rifle allowing one to just change damaged or malfunctioning circuitry. The Taccorder accepts circuitry boards from different tricorder units too but by using non-standard circuitry the efficiency is expected to be lowered some 20-70% depending of the origin of spare circuitry.

Photon Grenade- II-B

The Photon grenade is a short range weapon that creates a powerful electromagnetic pulse ( e-pulse). At lower power settings is capable of stunning hummanoid life forms in an enclosed area. At higher, lethality and Physical disruption effects occur,

The design of the grenade called for a versatile weapon with the ability to act as both grenade and placed explosive. It was originally the alternative for support weaponry that was in short supply in the earlier days of Federation.

It has proved of continued use in a variety of situations, and is available through MCO's and TAC/SC's fleet wide. Regular training is necessary, as improperly judging the distance to a target or a bad throw could seriously injure the user.

STATISTICAL INFORMATION:

1. Diameter: 5.1 cm ~2 inch
2. Height: 8.0 cm ~3.1 inch
3. Weight: 250 grams ~6.6 oz.

Total energy reserve: 1.98x10^6
Power settings: 1-16 operatable by turn ring in the middle.

CAPABILITIES:

Standard grenades with timer and variable power settings. The settings are same as in the phasers, starting from 1 ( Light stun ) to 16 ( High Disruptive ). The normal amount of grenades individual marine carries is five.

Grenades are used for clearing out areas, flushing fortified areas or just for highly effective crowd control with stun settings. Grenades have an area effect radius from 1 to 5 meters depending of the setting. The effect on current area is dependant of the power setting. Stun settings are the most effective at effect/area dispersion. The only known problem at stun settings is the energy will exceed the defined radii and smaller amount of stun is radiated over the defined radius.

Other settings suffer reduced area effect. The e-pulse effect suffers from 5-90% (Increases at higher power settings) reduction per radius setting. This is due to the inability of the grenades to keep the e-pulse contained long enough to maintain effect at the perimeter of the blast as in the middle of it. This is no real problem in combat situations, but it is under development.

OPERATIONS:
To operate the grenade, simply turn the ring in middle to set the power, the pull and twist it to set for radius. The setting can be seen from the end of the grenade where it is presented in a small screen. Delay is normally 2 seconds but it can be also adjusted by pulling and rotating the primer button. Maximum delay is 60 seconds without a special tool for adjusting the delay. The grenade is primed by pressing the firing button one full second for activation.

Some commanders do not give out the grenades until in very desperate times as misused grenades can cause 'own' casualties.

MAINTENANCE:

Grenades require no maintenance and the power pack will operate for years before it cannot meet the specifications set by the Weaponry Design Group. The power pack can be recharged to keep it up to specifications for longer but periodical checks with an interval of 3 months is recommended

Close Combat Scattergun

While the Marine III-C Phaser Rifle in many ways represents the peak of Federation small weapons tech, a need for weapon with high-knock down and blow through capabilities for urban and close combat was seen. TAC/SC Special Weapons Unit personnel were brought into bring in their insights.

Thus, out of a combined SFMC-TAC/SC design project, the Scattergun was developed. Pairing a Phaser Carbine with a linked Repulsion Emission System the weapon is capable of knocking a target back many feet/meters, or when used at higher level, increasing the chance of blowing through walls and Physical barrier with the combined phased/ concussive force.

The system is not without some deficiencies. Maximum Phaser/Repulsor synchronization requires a more constricted range of power ( from level 3- Heavy Stun to level 13), greater power consumption and a far louder report on firing.

However, the Physical and psychological effects of the weapon far outweigh these.

As with the Marine III-C Phaser Rifle, the Scattergun is reinforced for use as a personal weapon.

STATISTICAL INFORMATION.

· Width : 50mm
· Length: 650mm
· Height: 150mm
· Weight: 2.5 Kg
· Total energy reserve: 9.98x10^8 megajoules in hotswappable sarium-krellide pack.
· Power settings: 3-13 operatable by press buttons on the control panel, or with Pallas Helmet. (Setting visible on the handle as a numbered and coloured lights).

FIRING MODES

Changed with the control button on the control panel, or by optical/verbal commands through the Pallas Helmet.

Single/Sustained - The Scattergun is operated like a standard phaser, with the length of the shot determined by the amount of time the trigger is held down.
Spread - The Scatter gun may be set to fire a spread effect up to 45 degrees wide from the barrel. . Beyond setting 3, this diminishes the effect by roughly two settings.
Phaser/Repulsor - By holding the energy mixing button on the barrel.. place to force the user to take a two handed grip for personal safety and recoil avoidance, the mixed blast is generated. This is single shot only. After each phaser/scatter shot, the button must be repressed to allow for the phaser/repulsion chamber to realign.

TARGETING - RED-DOT TARGETEER,

The Scattergun utilizes a similar red-dot targeter and scope unit to the Marine Sidearm. While the telemetry can be fed into the Pallas, the Scattergun is designed for quick from the hip and shoulder fire in situations where the time to aim is not available.

It has no integral taccorder, though the external scope can be replaced.

MAINTENANCE

The weapon's frame is cast into its shape and is thus nearly invulnerable to any bending or damage without using power tools as the pistol that was the basis for the rifle. The weapon cannot be dismantled without first removing the power pack to eliminate any accidents.

The emitter crystal and repulser emitter is 'grown' into the frame to eliminate any possible misalignment due to rough treatment and the circuitry is located around the frame allowing the frame to be removed by opening the front of the weapon and just pulling it out for maintenance. Other circuitry frames are located in two casings on both sides of the frame to facilitate fast repair and easy access.

Cleaning of the alignment chamber on a regular basis is needed, as the greater recoil of a mixed shot is more likely to shake loose small particles that can impact on beam cohesion.

SFMC Armor and Uniform General Description

Marines Armor and Uniform

Marines are expected to be ready for combat at moment's notice, and their uniform and armor reflects this. The SFMC has three Armor Levels

ARMOR LEVEL 1 - Standard Dress Uniform (SDU): At this level, you have the standard issue Marine uniforms. Marines wear these when on duty but not in full armor
ARMOR LEVEL 2 - The Battle Dress Uniform (BDU): At this level, you have the variants of the actual combat/environmental protection gear designed for the SFMC, and branched out in tech exchange programs to other branches.
ARMOR LEVEL 3 - Ironman (IRMN): This level is not currently available to the Marine in the field. It includes experimental technology, gear that has been rotated out of general use, and high security equipment.

Armor Availability

Armor General Issue/Upon Request Through SFMC/Security SFMC Only
SDU X
Field BDU X
Heavy BDU X
EVOC X
Pallas Helmet X

Armor Level 1- The SDU (Standard Dress Uniform)
Almost identical in appearance to the standard issue Star Fleet uniform, the Marine SDU is reinforced with insulated Neo-Kevlar materials, to offer protection from impact, melee and hand to hand attacks ( including nerve and pressure point attacks). It even offers some protection against level 1 stun attacks.

As long as the uniform cut is regulation, individual Marines are allowed to wear the SDU in a variety of camouflage schemes, and to display service related insignia on their uniform. (See BDU Cammo schemes for some SFMC approved camouflage schemes.)

Officer and Enlisted uniforms- save for flag rank officers, are identical except for rank insignia. There are two reasons for this.

"Ever Marine is a Rifleman" The SFMC's guiding philosophy holds that all it's Marines are comrades-in-service.

Sniper Avoidance - Snipers often go for officers first. Thus, uniforms conform on a general level, making it harder to single officers out.


The Combat Harness, a strong vest garment with several attachment points for spare clips, grenades and other equipment is worn with the SDU when time will not allow for full armoring.

The SDU is standard issue for Marines, and available to all Starfleet members who choose to wear it.

AL2: The BDU (Battle Dress Uniform): General Description

A Star Fleet Marine will at any given point likely by outgunned and need to adapt to any number of environments. Seeing this, the SFMC put out the call for a single armor system that would utilize the best modern technology could offer, while still allowing ease of field maintenance and maneuverability.

The result - The Battle Dress Uniform, or BDU.

The BDU is a modular armor system, allowing a Marine to rapidly adapt for a variety of environments and levels of combat with a single basic suit. Built with molecularly interwoven ballistic fabric, high impact memory plastics with an integrated Crystalline Ablative Dispersal Matrix, the BDU allows a trained Marine vast degree movement and flexibility, while providing acceptable protection in today's combat environment with minimal weight impact.

Taking it's inspirations from nano-technology and Borg adaptive capabilities, the CADM disperses energy across the matrix. The fuller the amount of the armor's plating worn, the greater the protection. As it's name implies, the CADM ablates with damage. With each hit, the CADM breaks down.. with the intensity of the blast determining the amount of ablation.

Other suit functions are not effected by the break down of the CADM, although they are vulnerable immediately upon breakdown. The nano-tech also allows protection from limited exposure to offensive nano-technology.. such as Borg nanites.

The CADM also provides the BDU technology it's security measures. Any attempt to alter it, duplicate it, or dissemble it without use of regularly updated code locks, , and other measures will result in the CADM and the suit literally breaking down immediately.

The BDU has been tested against most known forms of energy, but caution should be taken when encountering unknown forms. Also, extreme multi bandwidth energy can 'confuse' the matrix, allowing damage to seep through.

Improper use and wearing also leads to greater exposure to injury. Intensive training is necessary for a user to safely engage in a extreme activity while wearing a BDU. Regular drilling is necessary.

AL2: Base Modular Piece - The Field BDU

The Field BDU is resilient, low weight perfect for light combat, and situations where a fully armored Marine may not be diplomatically ideal. It improves on the SDU's Physical protections, and provides environmental, and high energy protection. It can take up to a single Level 10 hit before the CADM degrades.

It's light weight and ease of use allows operation with less regular drilling than the Heavy BDU does. Further, the Field BDU has a greater range of aesthetic options. While reinforced areas and trauma plating will be more obvious, the Field BDU can adhere quite closely to standard Uniform appearance. Generally, Marine variants often include extra pockets, hard points to attach gear, and so forth.

The Field BDU integrates the Pallas Helmet and it's capabilities ( see below) and can provide an atmospheric seal for half an hour. allowing for short term outer space and aquatic operation. Otherwise, it is capable of providing comfort and protection in most environmental conditions within Class M parameters.
Addition of Environmental Suit elements can allow it the prolonged operational duration of a standard Starfleet Environmental suit.

The Field BDU was made available to Tactical Development in early 2404, and the upgrades have been as well.

AL2: Mid level Modular System - Heavy BDU

With the Heavy BDU, we see an increase in protection from energy attacks, increased technical capabilities, and fuller multi-environmental capacities. The Heavy is capable of taking up to a full Level 12 dead on before complete CADM degradation. It also has a more active nano-processing system, to allow greater protection against nano warfare, of great assistance in the Corps' anti-Borg Operations.

Environmentally, the suit is able to create a full seal and ensure survival for up to an hour without additional support mechanisms. This includes more hostile conditions outside Class M parameters, as well as the vacuum of space. Micro-weave filaments maintain temperature, as well as transfer moisture and away from the wearer, which is cleansed and made drinkable.

For worse conditions, or prolonged operations, the suit can be rapidly upgraded to EVO/C mode. ( See below)

Appearance: The Heavy BDU makes a more pronounced departure from the standard uniform look, with obvious trauma plating and hard points.

AL2: Fully Armored BDU - EVO/C

Extravehicular Operations/Combat mode is an additional layering on the BDU, including condensed oxygen and re-breather gear, power supply, nutrients, liquid filtration/supply systems, environmental maintenance and micro gravity equipment for extended duration activity and combat in space and extremely hostile environments.

For enhanced mobility, it incorporates the following systems:

Rapid Cycling Maglock Boots-
These allow a Marine to reach near running speeds while still being safely connected to a ship hull. There are also RCM surfaces on the suits finger tips gloves, as well as a standard cycle maglock surface on the Marine's back, allowing a Marine to attach to a hull or surface in a variety of secure positions.

Grappling Array -
using balanced super conducting magnets on a mono-filament cable, this system allows a Marine to latch on to ships and hulls, and be pulled towards them. Standard length of cord is 150 feet, though greater length can be established.
The system has tremendous tensile strength, and a minimal energy signature, but is vastly less effective in any environment but the micro gravity cold of space.

Enhanced Mobility System -
a multi directional magnetic propulsion system, mounted on the back that allows the wearer, through very brief firings, to make radical movements for dodging and improved hand to hand in the Micro gravity environment.

Regular EMS training is essential, as failure to properly judge speed and distance or loss of orientation can lead to serious injury.
Sustained and long distance movement is achieved with a detachable rocket motor or standard personal propulsion units, or can be expended in an emergency burn

AL-3 Restricted Systems

At a certain point, protection gained is undercut by technical difficulties and difficulty of use. The AL3 level systems fall under this category. For these reasons, they are not available to the MCO in the field.

Before the Marine 25th Century project was implemented, the Ironman Armor was available in a limited distribution. Since advancements with the BDU and it's integral CADM has surpassed the Ironman, ongoing work has shifted to the Ironman Mark II, an enhanced efficiency BDU still in the design stages, and not expected to be field tested for several years at the earliest.

The 'Ironman' MK I Armor, is still in limited deployment. The maintenance needs and difficulty of replacement have limited it to special units at important Federation and Star Fleet installations, Its standard integrated armament is the Angel Mark II Support Weapon, which has since been deployed separately as a unit support weapon. It is about 1.5 to 2 times as durable as the BDU, though heavier and very restrictive of movement.

(NRPG Note: Armor at the AL3 Level is not available for player use.)

Pallas Marine Helmet

A hardened ballistic plastic/CADM helmet with retractable visor for a full seal, the Pallas contains an advanced multi function communications/cpu. Operated by pupil tracking and a verbal short hand, it allows a Marine full hands free operation of the unit while concentrating on fighting or attention intensive tasks.

The Helmet's multi function communications/cpu unit can send the Marine's coordinates to units nearby, perform mapping and navigation functions, and project command and mission data on the VISOR. It also includes a helmet-to-helmet infrared communications link, allowing discrete, short distance communications between individual marines while lessening the chances of interception, com signal encryption, as well incorporating standard com badge traffic.

As mentioned above, the Pallas' VISOR also operates as a datascreen for the user's Taccorders and other linked or integrated systems. The VISOR's systems open programming structure allows it to accept multiple signals and upgrading on the field. It also features a 360* proximity and target/threat tracking display, low light vision enhancement with rapid polarization, and audio enhancement/suppression, to prevent sight/hearing loss.

Sensory enhancements and protections can be modified to accommodate different species' sensory requirements, though after a certain point of acuity, the helmet is configured to allow a Marine's senses to work without the helmet's interference.
Each Marine's helmet is equipped and programmed to assist them in tasks specific to their position and MOS- such as target designation, range finding, chemical analysis, etc. Officers and NCOs get units with more processing power and a broader range capabilities and command functions- including signal interception, analytical functions and troop status readouts.
The Pallas also rapidly adjusts for casualties , so that the chain of command to be sustained among widely dispersed troops regardless of casualties. This function saves minutes of confusion in emergency situations… thus saving lives.,

It should also be noted that the Helmet can be modified to fit the ergonomic, mission, and to a limited extent, aesthetic needs of the individual Marine.

BDU Equipment & Misc.

The BDU also includes equipment like the miniaturized personal medkit , survival kit. and field maintenance gear. Wherever possible, materials are condensed and made of super light, but super tough materials, compacted to the smallest possible size.
Survival kit

Concentrated rations for a week

Small folded shovel

Thermal blanket

Rope & spikes

Weatherproof canvas

Condensed water containment

CADM patches

Medical kit

Dermal regenerator

Sterile dressings (rolls of Pseudocutan)

Cardiac inducer

Pharmacological assortment of hypospray vials

Hypospray

Respirator

Anti-Nanite injections- for use immediately after exposure to Borg assimilation nanites.

Color Schemes

Besides offering protection, the CADM is also able to shift color schemes to fit a variety of needs. This is not akin the to the Jem Hadar's chameleon affect, but rather a rapid change to a preset color pattern. Each BDU can hold multipe color schemes, but only four come standard.

  • Fatigue - Marine Olive Drab. This is the default setting for all SFMC issue BDU's.
  • Dress - Federation Blue and White.
  • Starship/Winter - A Grey/white to blend in with Federation hull colors
  • Space/Night - A non-reflective black finish.

Squad/MOS Modifications

Depending on a Marines or squads needs, the BDU can be modified to fit specific tasks- such as a more streamlined versions for 'tunnel rats', integrated clasps to support heavy weaponry or flippers and pressure gear for deep sea operations. All modifications should be undertaken by a skilled Armoror or Engineer with proper equipment.

SFMC Support Weaponry

SFMC Support Weapons

Support Weapons are more powerful and are issued at the squad level, requiring more specified training and some times more personnel to operate.

Usually a squad will have only one or two support weapons, with the exceptions being Infantry/Forward Support and Heavy Assault Squads.

Grenade Launcher

A rifle or shotgun like launcher for the Photon grenades or variable payload grenades. (Gas, smoke, flare, tanglemass, etc). Using a brief magnetic pulse for propulsion, it facilitates greater ranges and accuracy for the grenades than possible with just throwing. Available fleet-wide.

STATISTICAL INFORMATION:

1. Width: 3in- 63mm
2. Length: 28 in- 71cm
3. Weight: 4lbs- 1.6 kg
4. Power settings: (for Photon Grenade) 1-16
5. Range- Effective Range- .25 mile/ 400 meters.

FIRING MODES:
Single Fire- Photon grenade is loaded by cracking the breach and inserting the grenade, resealing and firing.
The grenade is set manually, by mechanisms on the launcher or via the Pallas Helmet.

TARGETING
The Grenade Launcher utilizes a similar red-dot targeter and scope unit as the pistol, but can also be tied into a taccorder, with all targeting information displayed on the Pallas Helmet.
(See Marine Phaser Rifle for more info,)

MAINTENANCE:
Minimal- cleaning and maintenance of magnetic coils.

Auxiliary Grenade Launcher

A recent development, the AGL is a back mounted system. composed of 1-3 tubes, evenly spreading 6 20mm Mini-Photon Grenades between them. The range for a single tube launch is 500 m, with range decreasing per tube launch.
The AGL can also be taken off it's bracket, placed, and operated remotely. This not only allows remote perimeter watch, but also increases safety and decreases the chances of an innocent life form getting injured.

STATISTICAL INFORMATION:
1. Width: 18in - 45.7 cm
2. Length: 30 in- 76.2 cm
3. Weight: 10lbs- 4.5 kg

Range- Effective Range- .31 miles/ 500 meters.

Power Settings: 1-16( for grenades)
Total energy reserve: .77x10^6 (for grenades)

Alternative Rounds- Must be specifically requisitioned before mission commences.

Smoke - to either obscure an area or lay out a landing zone

Flare- ultralight, ultra-luminescent elements linger over an area, providing 10 minutes of illumination

Transport/Tracking tags- round disperse tracking devices useful for following fleeing taragets, or ensuring safe transport of a larger number of life forms.

Tanglemass- an adhesive substance is exploded over the area, entangling targets.

FIRING MODES:
One Tube- maximum range 500m
Two Tubes- maximum range 400m
Three Tubes- maximum range 300m.
No more than 3 grenades can be launched at one time.

TARGETING

The AGL can accept targeting form the Pallas Helmet, or external telemetry from a taccorder or another weapon. The mini grenades setting is set via the Pallas Helmet or tacorder, with all targeting information displayed on the control device.
(See Marine Phaser Rifle for more info,)

MAINTENANCE:
Minimal- cleaning and maintaining of magnetic coils. The batteries are sufficient for multiple launchings, and the the operator wears a bandolier of mini-grenades.

Photon Mortar

The Photon Mortar fires rounds similar to the Photon Grenade, only larger. and for longer distances. The Photon Mortar is operated two man teams. One man carries the mortar on a back mount, the other additional mortar shells, and the base, allowing both men to carry rifles.

The round is loaded dropped into the muzzle, and a magnetic pulse launches it. The pulse can also can also impart spin, allowing for indirect fire in microgravity environments. While worn, the Mortar can be fired for a range up to 1 mile/1.6 km. fully assembled it's effective range is raised to 3 miles/4.8 km.

STATISTICAL INFORMATION:
1. Width: 4 in/101 mm
Base: 12 in/ 304/mm
2. Length: 36 in/ 914 mm
Base: 18 in/ 457
3. Weight: 15 lbs/9 kg
Base is 5lbs/2.2 kg

Total energy reserve: 4 hours of sustained firing before power pack must be replaced.

FIRING MODES:
Single shot.. Round is entered into breach, and fired. A skilled team can sustain an accurate fire of 16 shells per minute.

MORTAR SHELL INFORMATION

1. Diameter: 81mm~3.1 inch
2. Height: 157mm~6.2 inch
3. Weight: .375 grams ~13.2 oz.
Power settings: Shell can be set to settings 1-16, with roughly twice the radius of a standard photon grenade.

Total energy reserve: 4.0x10^6 megajoulles.

TARGETING
Team can either use the sight, or information from the Pallas Helmet/Taccorders.

MAINTENANCE:
Magnetic field integrity maintenance should be undertaken after sustained firing or disuse.

Support Phaser

The Support Phaser consists of two units, the power pack (inserted beneath a barrel in front of the trigger) and the phaser. It is capable of pulse fire at a higher rate than the Marine phaser rifle, due to sturdier coils and to better integral cooling systems. The Support Phaser is a powerful anti-vehicular weapon, and against set targets like bunkers and fortifications. It also performs well as a long range sniper weapon.

STATISTICAL INFORMATION:
1. Barrel Diameter: 5 cm~2 in
2. Weapon Length: 107.7cm~ 42.4 in
3. Weight: 9.1kg~20lbs (loaded), 6.8kg~15 lbs

Total energy reserve: 30x10^8 megajoules in hotswappable sarium-krellide pack
Power Pack Weight-. 2.3kg~5lbs

Outlets for external power supply on butt of Phaser and and base of grip.

Power settings: Power settings: 1-18 operatable by press buttons on the control panel, or with Pallas Helmet. (Setting visible on the handle as a numbered and colored lights)

FIRING MODES:

Changed with the control button on the control panel, or by optical/verbal commands through the Pallas Helmet.

Single - as in any other phaser weapon, one shot per pull of trigger.
Sustained - A sustained beam or stream, useful for cutting through obstacles down or wearing down force fields or the target's resistance. Activated by holding the trigger down after firing.
Pulse - capable of firing up to 30 'pulses' of energy within a second. Burstfire coils store energy in a similar way to the phaser cannon charging all the coils with the energy for the imminent firing. Coils cannot hold the energy indefinitely and the energy is let to radiate' out of the coils to avoid overload.
This reduces the life span of the energy pack by some 34%-45% and causes the coils to glow with visible light and warmth and emit hums ranging from 40-70 decibels limiting its use mainly to battlefield conditions. There is a delay of a 0.02 seconds between pulses allowing the firer to 'walk the fire' between targets or 'hose' moving targets.
Randomization - The Support Phaser comes with integral frequency variation circuitry, which can be activated regardless of the type of fire.

TARGETING
The Support Phaser utilizes a similar red-dot targeter and scope unit as the pistol, but also built in to the can mount, or accept telemetry from Taccorder unit. Targeting data from is displayed on the Pallas Helmet VISOR, The taccorder can be adjusted and operated by hand but it has been found more efficient and faster to use pupil tracking and voice commands in battle conditions.

MAINTENANCE:
Cooling mechanism checks after prolonged use are suggested, as well as regular scans for phase coil integrity.

Portable Phaser Cannon- PPC

The PPC is a portable version of the Type IV Phaser found on shuttles and small craft, as well as a refinement of the previous Marine Phaser Cannon. The cannon part is rather short (but blocky) to facilitate rapid maneuvering of it. The power pack contains energy for some 50 shots, with higher output lowering the number of shots.

The Phaser Cannon can be fired by a single, extremely strong operator, but the Cannoneer is assisted by Rifleman/Tender, who carries extra gear.
The R/T carries the following:
-An extra power pack of 50 charges
-A gyro stabilized tripod, for use in sniping and when firing from a fortified position

STATISTICAL INFORMATION:

Cannon
Width : 60mm ~2.3 in
Length: 1100mm ~43 in
Weight: 6.8kg ~ 15 lbs

Backpack Power supply
Width : 300mm ~11.8 in
Length: 450mm ~17.7 in
Weight: 6.8kg ~ 15 lbs

Tripod
Exact width and height is variable.. due to telescoping legs. The tripod allows the weapon to be elevated up to 609mm~2ft high.
Weight: 4.5kg ~ 10 lbs

Total energy reserve: (separated mode) 10x10^9 megajoules in hotswappable sarium-krellide pack.

Settings- Full range of non-lethal, thermal, and disruptive settings allowed in Type IV range.

FIRING MODES:

The PPC fires one once per trigger pull.

Single - as in any other phaser weapon, one shot per pull of trigger.
Sustained - A sustained beam or stream, useful for cutting through obstacles down or wearing down force fields or the target's resistance. Activated by holding the trigger down after firing.
Broad Beam/Cone Effect - Either mode can be fired in widebeam or cone effect. At the cost of multiple charges, the beam can be made wider or even fired with a cone effect.
Randomization - The PPC comes with integral frequency variation circuitry, which can be activated regardless of the type of fire.

TARGETING
A Taccorder is set into the Cannon, but normally the data is displayed on the Palls Helmet VISOR, The taccorder can be adjusted and operated by hand but it has been found more efficient and faster to use pupil tracking and voice commands in battle conditions.

Angel MK II

Originally included designed as integral weapon for the Ironman Armor, the Angel Mk II has been redesigned as a non-standard, composite Marine weapon, developed to provide close to medium range fire support to Starfleet Marines, as well as sniper support in excess of 1 Km. It is extremely versatile and provides great firepower, despite its weight.

The Angel Mk II consists of three components

PHASER CARBINE

The first element is the phaser carbine. It is almost as powerful as the standard marine phaser rifle, but in a smaller package. The carbine is capable of piercing 2.5 mm of titanium based composite armor, the equivalent of Standard Ironman armor, at full power. The weapon has the standard settings, from 1 (light stun) to 14 (two lower than a phaser rifle). The power supply for the phaser carbine is fitted to the rear of the weapon, and accessible by removing the carbine from the weapon system. The Carbine recharges itself from the backpack power supply until removed, and so will still retain a full charge until the main backpack is out of power. The weapon can be used effectively while seperated from the Rail gun in case of malfunction or power supply failure.

RAIL GUN/GRENADE LAUNCHER

The second weapon of the Angel Mk II is the Rail gun, which is capable of firing a variety of ammunition at extremely high speeds. The ammunition for the weapon is contained in a 5 shot magazine, which is mounted in a bullpup configuration.
This weapon has four standard ammunition types:
-The standard high density saboted 10mm slugs, which can be fired out to an effective range of 1200m
A 20mm Photon grenade. On impact or at the predetermined range the Grenade detonates, with a 5 meter maximum effective blast radius. It maximum effective range extends out to 1000m
An incendiary compound is used to reduce collateral damage, but retain lethality. Use of these rounds is heavily discouraged except when absolutely necessary
A gel round, capable of incapacitating a target without killing them. Speed and force of impact is adjusted based on nature of target based on telemetry from taccorder. Discharge of the gel round is all but silent.

BACKPACK

The third major component is the Backpack power supply, compact, and only weighing 6 Kg, the backpack is, in effect a large battery bank. It has a limited recharge ability however, and it takes the built in re-charger 24 hours to fully recharge. Depending on the range the weapon is used at the pack provides a minimum of 250 shots with the rail gun, up to 700 if used at close range exclusively. This is seen as sufficient due to the weight and supply of ammunition that limits the standard combat load to 50 Sabot rounds, and 50 grenades, spread throughout the squad
As an option the Phaser carbine can be fitted with an under-barrel rail to mount self-contained guided missiles. These missiles can interface with the targeting scope, and can engage low flying targets. The Missiles themselves are treated as a round of ammunition, needing little maintenance. The whole tube containing the missile is slid onto the rail, the targeting scope interfaces with the missile and, once the missile has locked on, the missile is cold launched 5m from the tube before the sustainer rocket motor engages. The missile has a maximum effective range of 500m. The warhead is equivalent to a Photon Grenade on maximum power setting, and is not adjustable in the field

The weapon is fully voice and Pallas Helmet programmable and houses all standard safety features. It is capable of functioning in extremes of environment, including underwater, in extremes of heat and dust, and vacuum. It has an optional Bipod that can be mounted on the Rail gun, to enable the weapon to be used as a long range snipers weapon, or to provide more accurate fire support.

STATISTICAL INFORMATION:
Combined weapon Width: 70mm
Length: 1500mm
Height: 450mm
Weight: 8.5 Kg

Phaser Carbine
Width: 50mm
Length: 650mm
Height: 150mm
Weight: 2.5 Kg

Rail Gun Width : 60mm
Length: 1100mm
Height: 400mm
Weight: 5 Kg

Targeting Scope Width: 70mm
Length: 400mm
Height: 50mm
Weight: .5 Kg

Backpack Power supply Width : 300mm
Length: 450mm
Thickness: 100mm
Weight: 6 Kg

Missile Tube Length: 400mm
Diameter: 50mm
Weight: 5 Kg

Total energy reserve: (separated mode) 9.75x10^8 megajoules in hotswapable sarium-krellide pack

Power settings: 1-14 operatable by press buttons on the trigger guard or via Pallas Helmet. (Setting visible in the targetting scope, or on the top of the weapon when in separated mode.)

FIRING MODES:
Changed with the control button on the control panel, or by optical/verbal commands through the Pallas Helmet.

Single - as in any other phaser weapon, one shot per pull of trigger.
Sustained - A sustained beam or stream, useful for cutting through obstacles down or wearing down force fields or the target's resistance. Activated by holding the trigger down after firing.
Pulse - capable of firing up to 25 'pulses' of energy within a second. Burstfire coils store energy in a similar way to the phaser cannon charging all the coils with the energy for the imminent firing. Coils cannot hold the energy indefinitely and the energy is let to radiate' out of the coils to avoid overload.

TARGETING

On top of the weapon is a compact Targeting Taccorder, similar to the one mounted on the Marine Phaser Rifle. It has the same taccorder and red dot options, with improved thermal and low light vision options, as well as a rangefinder and variable vision magnification up to 18 times zoom.

Targeting info is either displayed on the scope, or on the Pallas Helmet.

MAINTENANCE:

While a durable weapon, regular maintenance of the assorted components is recommended, due to the Angel MK II's complexity.

NOTES: No more than 2 Angel MKII's are issued per platoon in the field.

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