ARMOR & EQUIPMENT
Standard Equipment applies to whatever position you end up with finally at the end of your character generation. This is not what your character walks around with but rather the standard gear he/she is equipped with in combat.
Equipment going into battle can vary drastically with the situation.
Additions are common. As a general rule of thumb, marines can choose
any weapon they have training in. (Optional) Any rank “Lance Corporal” and
higher have an automatic choice of a “third weapon” as long as they have
training in the use of that weapon. The pistol is the only automatic.
Shotgun, Flame-throwers and even Anti-Aircraft/Tank weaponry are available.
@ Indicates items for an encumbered Marine. Every 3 of these items adds
–1 to your DEX.
NCO (Non Commissioned Officer) --CAREER--
OCC (Officer Command College) --CAREER--
STARSHIP COMMAND --CAREER--
SCIENCES CAREER (These don’t often go into a combat situation)
XENOBIOLOGY --CAREER-- (CL3 and higher required) (These don’t often go into a combat situation)
FORCE RECON EQUIPMENT
RECON HEAVY WEAPONS
RECON NCO/ OCC --CAREER--
With the addition of Special Forces, there are several new skills.
Each Marine infantryman is provided with a set of battledress utilities (BDUs
or fatigues)- two-piece, light polycotton coveralls with pockets secured by
silent fasteners. The weave of the fatigues is sufficient to provide limited
protection against light firearms. The manufacturing processes provide limited
IR protection. These fatigues are standard issue in the lockers and custom closets of each soldier.
M10 HELMET: The M10 ballistic helmet issued to all Marines provides SP 20 head protection with the same fragment-stopping capabilities as M3 armor. It contains a tactical camera, audio microphone, IFF transmitter and PRC 489/4 transceiver system, as well as a passive infrared monocle that flips down over the right eye. The M3 personal armor and M10 helmet confer no Encumbrance modifier. In addition, when combined with BDUs, it aids in breaking up the wearer's IR signature.
GEE SUIT: Used by Aeromen to counter the effects of the high-G maneuvering. With this suit, a properly trained pilot can stand up to 11 Gs. It offers little protection.
GHILLIE SUIT: The Recon suit, or "Ghillie" suit, as it is
known amongst the corps, is a combination of camo suit and radar and IR sneak
suit. The natural-fiber leaved camouflage makes the Recon marine difficult
to spot visually (Heroic Awareness test), while the suit beneath absorbs
radar emissions An optional external heat sink pack regulates the suit's
IR signature. Each Ghillie suit is tailored individually for each Recon Marine,
and comes with a pair of BiMex goggles that provide 20x telescopic enhancement
and Starlight ambient light vision.
NUTRAGEL: At time of the war, Grant Corp starts selling the NutraGel as a modification to be adapted to any armor. Any surface armor (that cannot be covered) can be used. Every packet will adapt a full suit but will only withstand 100 points of Acid damage before being completely neutralized. Any location not completely covered (Helmet) has a 50% chance of hitting an unprotected area.
POLYMER / ALLOY COMBAT ARMOR RIG. (TL3): The PACAR, at TL3, replaces
the M3 Combat Armor of the CMC. It covers a greater area but doesn’t
sacrifice maneuverability to do so. This is because, unlike the M3,
is mostly made of light weight plastics It is not an enclosed suit.
At TL5, GrantCorp’s NutraGel compound has been added to it. The Head
unit is very similar to the M10 so the stats are considered the same even
though it is shaped substantially differently. The Armor is made up
of flexible plates under a overcoat of dense weaved fabric.
FLAK JACKET: A basic Chest protector that has remain stylistically unchanged for hundreds of years. The material and strength however, has radically be improved. It is strong enough to hold back even the most powerful of armaments. The Flak Jacket is the most common armor used by civilian security groups and planetary forces.
KEVLAR (Light, Medium, Heavy): Kevlar’s capacity has grown substantially
in the last year and the pinnacles are these combat suits which are the most
powerful on the open market. By TL5 they were being adapted with NutraGel
as fast as GrantCorp was selling them since these suits are the prime heavy
choice for combat on the outer veil colonies.
MK25 PRESSURE SUIT: The MK25 is a small, compact space suit designed
for ease and maneuverability. It is not a combat suit and when punctured,
is useless. It is a full package, with 12 hours of air and liquid nutrient
solution. It is the basic suit installed in all civilian spacecraft.
However, the MK25
MK50 COMPRESSION SUIT: The MK50’s design has remain unchanged in almost a hundred years. It is a heavy duty Space / Environment Suit with hardened body panels for extreme resilience. Most crews in hazardous environments have these suits. Military craft has these as their primary EVA suit. The Helmet is one piece with the environment system, which supplies almost 24 hours of air. Recirculators can keep the air going at a low breath rate (no activity) for another 6. Temperature controls can keep it comfortable with the outside as low as absolute zero and has high as 350 degrees C. The MK50 is not a combat suit even with this protection and will be useless if punctured.
ZCT-1 ARMORED SPACESUIT (TL3): Zajer / Comm Technic, to offer the members of their colonies greater protection from the threats in the outer veil, they introduced the pale, white armored combat chassis simply called the ZCT-1. It remained under license with ZCT and its colonies until TL4 where they opened their doors to open consumers. The CMC immediately put in an order for 100 000 units. The ZCT-1 is adapted with Nutra-Gel at TL-5 but it already was a formidable suit when released. The onboard computer can detect holes in the pressure and seal it up by expanding the suit into the new area. It is not a permanent fix but will keep the air out for the time being. The capabilities of the ZCT-1 are the same as the MK50 Compression suit with 24 hours of air and a temperature range from Absolute zero to 350 degrees C. The ZCT-1 is a heavy combat suit and has full protection from the hardships of combat.
AUTOGRAPPNEL: This launches a piton almost 500 meters in the air and can embed itself in solid rock with a 2000 lbs capacity.
BED ROLL: A small sleeping bag that can be compacted into a small cylinder barely 8 inches across and 3 feet wide.
BINOCULARS: Self Explanatory. Digital Readout with distance meter than can measure the range between the target in the eyesight on the binoculars.
CAMERA: An ultra-small disposable unit with a 24 exposure capacity.
CAMP STOVE: A small unit capable for cooking…but I am sure you know that. Battery powered.
CANTEEN: Three days of water for one person.
CD PLAYER: The discs are half the size of current CDs.
CELL PHONE: Much smaller, these communication devices only work in the inner colonies but can transmit anywhere
COMPASS: Not the drawing kind.
CROWBAR: Useful tool and a very heavy weapon.
DIVING GEAR: Three hours time limit. Not a totally enclosed suit.
ENTRENCHING / UTILITY TOOL: Basically a shovel with some extra tools built in.
ELECTRICIANS TOOL KIT: Soldering and Electrical Kit. Gives any electronics related skill (computers, high tech engineering) +1.
FIRST AID KIT: Can stop bleeding and add +1 to a First Aid skill.
FLASHLIGHT: Small but powerful. Palm-held.
HAND WELDER: The ME3 Hand Welder currently employed by the Colonial Marine Corps has been a standard issue to all Marines for the past 40 years. Extending the range of combat operations to a more urban setting was greatly aided by the addition of the ME3. Using a thin stream of plasma, the ME3 can cut and fuse metal quickly and cleanly. The fuel is mainly oxygen taken from the air, and in the absence of an atmosphere, the welder will still work, but will only have fuel for 15 seconds of use. Normal use is approximately 80 seconds of efficient heat.
IR GOGGLES: A surprisingly small pair of Infrared goggles that allow the viewer to see is gray scales of heat. This allows the user to see it almost compete darkness.
JAMMER: Disrupts bugs and all communication in 10 meters. Doubling the cost Doubles the range.
MECHANICS TOOL KIT: A Hand Welder is just one small part of this large engineering kit. Only people with Mechanics or Engineering skills can use it, giving a +2 to these rolls.
MEDKIT: For more advanced medical emergencies. Gives a +2 to First Aid and a +1 to all other Medical skills. The Medkit is standard issue to all Marine medtechs. It contains several surgical implements such as scalpels, syringes and suction pumps, anesthetics, antibiotics and antiseptics, bandages, swabbing cotton, a defibrillator and a biomonitor linked to an armband scanner similar to a wrist PDT. It allows anyone with a Medical skill to stabilize mortal wounds. Replacement kits containing chemicals, bandages, new surgical blades and other perishables.
MESS KIT: Everything to prepare and eat food except the stove. Gotta love those sporks.
MOVIE CAMERA: Small (1lbs) and with a 2 hours capacity.
P-5000 POWERLOADER: For convenience, it has been lumped in the Armor section
PERSONAL COMPUTER: Advanced. 100 Gig capacity. Super fast. Computers advance so much I won’t go into detail on its stats here.
PERSONAL DATA TRANSMITTER: The PDT is a small computer with biological monitoring systems and a broadcaster. The computer broadcasts an identification code, which can be cross-referenced by a computer with the wearer's file, which contains ID data and usually medical history. The device also serves as a locator for colonists and Marine sections, and can be tracked by computer or by a handheld unit The larger version of the PDT comes in two models; the first is built within the M3 armor suite with contact patches at critical points. The second model is constructed in a wristwatch-style, and fits over the wrist of the wearer. Both versions of this model are used by the USCMC, and transmits data to the section's assigned APC, as well as to tuned hand locators. PDTs are only used by the military if radio silence is not important, and can be deactivated if they present a security risk. Smaller versions constructed to be surgically implanted within the human body (at the base of the neck, behind and to the left of the spinal column) are required by ICC colonial law to be installed within every adult colonist shipping out to a new colony world and to every person born on the colony when they reach sixteen years of age until the terraforming process is complete. These usually broadcast to Colony Central, allowing rapid location of specific Colonists within the base.
PERSONAL LOCATOR: The Eigress Mark 7 digital uplinking compass is a standard issue for any soldier. With many different capabilities and several distinct roles in today's modern battlefield, the Mark 7 is a popular issue for any Marine. Concealed in the Coleman 6 inch combat knife handle, this unit makes finding your way around the battlefield effortless. The digital uplinking compass is most commonly used as a personal locator in today's war events. When connected to the micro-emissions of a personal locator chronometer, the Mark 7 can supply direction, elevation and distance to the target, usually a fallen comrade or downed pilot. The micro bursts emitted by a locator unit are picked up by the Mark 7, giving the unit a stealthy receive-only capability. When connected via microwave transmissions to an orbital fleet GPS satellite network, the Mark 7 functions as a highly reliable compass. The experimental Mark 8 also has settings for detecting enemy motion trackers. It is being combat tested by the TSEALs and should be ready for service in the next couple of months. 1000 m Range.
PERSONAL RECORDER: A Micro-recorder barely four inches long and two inches wide. Can record up to 90 minutes.
PORTABLE HOLOGRAPH: About the size of a hatbox that can transmit any set of 3D images 2 meters across and 10 meters tall. Up to an hour of animation can be recorded.
PRESSURE TENT: An air pressurized tent for adverse environments. Can hold 12 hours of Oxygen.
RADIO / BASIC: Like a CB system, a short ranged, one way communicator with a 20 km range.
SHORT RANGE COMMUNICATOR: The common communicator used by the CMC. Has a 500 km range with a basic system. Cannot be modified for other purposes. There are many variations of this design including Hand held, headset, and helmet mounted.
TOOLKNIFE: A Swiss Army Knife
TIMER CLAMP (TL3): The Timer Clamp is used to hold the lips of an Alien egg shut to unsure the creature can’t escape during transportation. It automatically falls off when the Timer expires. Nobody is anywhere near the egg when it activates. It can hold on for up to 999 minutes.
INFRASONIC SUPRESSION SYSTEM (TL5): Nicknamed Beekeeper’s smoke, this device shuts off the very unique impulses of what the Alien passes for their nervous systems. It causes them to “sleep” or any form off deep coma that fits the description. The Suppression system spreads fifty feed away from the transmitter in every direction. Royal Guards and Queens are immune. This system is usually used by “Beekeepers” to safely extract the Royal Jelly. The only disadvantage about this system is that it is prone to failure. Every minute in operation, the an alien can wake up by rolling above 19 with their WILL + D10 (Basically a nine or ten). The Queen can override the ISS by rolling 17 or over with their WILL and a D10. If this works, all aliens within fifty feet wake up and re always immune, even if they venture outside the range of the Queen. Also, if the Aliens are frenzied or angry in anyway (any form of heavy aggression) negates the ISS effects.
XM NUERAL SUPRESSOR (TL5): A smaller form of Inhibitor. This one looks like a thickened baton. It operates for about 3 hours with a 3 meter radius. All aliens that move into this range must make a WILL check and roll above 19 or be turned as tame as household kitten. They seem to keep their motor skills but can’t act aggressively. Royal Guards and Queens are unaffected. Unlike the ISS, the aliens cannot recover. When hit with the XM, they can’t act at all for 2D6 minutes whether in the field or not. Any Aliens on an attack charge are unaffected as well as any extra aggressive creatures. The XM, therefore, is not useful as a direct attack weapon but it useful as a defensive and experimentation device. Both this and the ISS are so rare and the price is so high, they are not common.
NEUTRALIZER SPRAY (TL4):
A spray version of the NutraGel with a hundred doses. A player can,
instead of firing back, use the spray to counter an acid splash on one location,
neutralizing the acid immediately. Usually one round of acid damage
is still applied.
MOTION TRACKER: The USCMC Motion Tracker uses sonar bursts
with Doppler-shift discrimination to scan and locate movement. Its use is
covered by the Electronic Security skill. The device is activated by a trigger
mounted in the handgrip; thus, when not in active use the Tracker cannot
be left on, conserving battery power and decreasing the possibility that
the tracker itself will be detected. The location of detected movement is
displayed on a small LCD screen mounted on the side of the device as a set
of probability contours ranging from black to white; black indicating no
movement and white indicating a high probability of the location of the movement.
An auditory cue is also provided in the form of a reverberating tone that
changes in pitch and reverb. speed based on the size and proximity, allowing
Marines to concentrate on their environments whilst keeping their trackers
active. In ideal conditions (ie. Open terrain with no wind) the tracker
can scan accurately up to a kilometer, however in buildings (such as the
average colony building with metal and synthesized walls which to a great
extent absorb the sonar bursts and returns) the effective range drops to
between twenty and thirty meters.
DEMOKIT: The equipment required to arm and disarm a variety of explosives. Five Packs of C-19 are included. Demolition skills are given +1.
INTELIGENCE UNIT: A modified EBM PCX laptop computer the intelligence unit is issued to Marine Recon, Exploratory and HazEnv units. It contains data on the USCMC, most Corporate armies and Colonial armies, including uniforms, weapons, commonly used tactics, vehicles etc Also, the intelligence unit is downloaded with information pertaining directly to the mission itself; terrain, maps of towns, cities and important buildings, personal data on relevant individuals etc. The unit carries a scanner capable of digitally processing pictures, allowing identification of included people and location within minutes. The unit is armored against small arms and impact and is fingerprint and voiceprint locked, so only the assigned individual can access the data. It is also equipped with a small thermite bomb which will detonate if the unit is tampered with (a maintenance code must be entered before opening the unit up) or when a concealed switch is pressed, destroying the interior of the unit and thus eliminating irretrievably all data within.
ORBITAL COMMUNICATIONS KIT: This is a dish and communications kit that requires two minutes of set up time to operate fully. It is designed to communicate with orbit craft and even remote command ships from a distance. The OCK has a 5 000 km range and can be setup up with a burst one-way communication of 500 AU. The whole system weighs so much, anyone transporting this has a –1 to his or her DEX.
PULSE COMMINCASTOR: The pulse communicator is usually issued to Recon Marines, and consists of a rechargeable 10-burst power cell, a comm unit, a scrambler and a small transceiver dish. It is a microwave burst communicator able to provide secure, if limited, communication to the Marine team. A complete message is fed into the communicator and transmitted to its target in a single powerful pulse. Return messages are deciphered by the communicator. The unit can be linked to an intelligence unit for transmission of entered and scanned data as well as reception of new data. The unit can be taken apart so it can be placed in a briefcase, and is relatively light (3 kg). Because the communicator is limited to line-of-sight transmission, the operator is usually limited to transmitting in certain times at certain places, to ensure a receiver dish is pointed toward him, and he toward it. These times and transmission points are organized with the character before the mission commences and are fed into their intelligence unit. Thus the operator usually communicates to a relay station on the ground or a circling aircraft. However, the communicator is almost impossible to jam, intercept or trace, and although full two-way communication is impossible it allows transmission of vital data to his superiors and the reception of periodic orders.
TNR LAMP: Carried on the left shoulder of Colonial Marines is a detachable high-powered halogen white-light TNR lamp. The TNR lamp runs off a rechargeable internal battery and incorporates a carrying handle so that it may be detached and used as a hand torch. The TNR lamp has a range of 200 meters and is effective as an alternative lighting source in combat situations. The internal battery is good for 6 hours of use, then needs to be recharged or replaced.
The lamp can be recharged using a standard rifle recharge rack. The
TNR lamp used by the Colonial Marines is similar to that used by the US Army,
with the exception of a movable motor that tracks the movement of the helmet
and shines the light where the soldier looks. This version only lasts 1 hour
on internal battery and was declined in favor of a more efficient use of