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Unread 18 Dec 2004, 23:29   #15
No Dachi
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Join Date: Sep 2001
Location: Word
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Re: ND's Christmas Surprise

Armoury
The staple of any Marines thread is the assortment of deadly weaponry. The standard mode of weapon in the future represented by Marines is the pulse gun, which fires rifled bullets that explode on impact. Highly accurate, and packing some punch besides. The kind of weaponry and equipment you can carry depends on your character. You all get 10 Equipment Points to spend on starting equipment. You'll have all of your starting equipment at the start of the thread unless I specify otherwise.

Standard Marines
Pulse Rifle OR Assault Shotgun (Standard Issue)
This automatic rifle carries a thirty round clip of pulse round. Accurate at medium and short range, and in single shots reasonably accurate even at long range, the pulse rounds kill unarmoured targets with ease, and will penetrate standard-issue armour within a few shots, if not on the first (targets wearing reinforced armour may take more hits to bring down). The Pulse Rifle is a reliable weapon in general that requires little maintenace, though it does have a tendency to jam in the cold...

If, on the other hand, you opt for the delightful M2 Assault Shotgun, you will have a lot more punch at close range, with less at medium and long range. The M2A1 holds eight cartridges in its loading bar, which can be fired one at a time by use of pump action, or (by flicking a little switch on the side) discharged in full automatic by simply holding down the trigger. Whilst the latter is certainly devastating, it is rather innaccurate...

Standard Armour (Standard Issue)
Standard-issue armour given to all Marine Corps personnel. The standard issue armour isn't very durable at all, and unless reinforced will usually be penetrated easily within a few hits. It consists of a vest protecting the torso, with optional elbow and knee pads. Also included is a helmet, complete with the Combat Tactical Visor MkIII, through which you can be sent artificial visual waypoints to follow, as well as information overlays. Included in all standard helmets are rudimentary coms systems. The visor also has a thermal imaging mode which will provide detailed visual capability even in total darkness.

Reinforced Armour - 4 EP
Reinforced armour is heavier than its standard-issue counterpart, and is an optional extra for standard Marines. It will take more hits than the standard-issue armour to pierce, and is generally more reliable. The vest and the helmet are both reinforced with this upgrade.

Grenades - 3 EP
A pack of 3 grenades, which may be High Explosive, Smoke or Flashbang in any combination. Five second fuse.

Incendiary Grenade - 2 EP
A single incendiary grenade which will explode in flame on detonation. Five second fuse, useful surpressive weapon.

ECM Chaff Grenade - 2 EP
A single chaff grenade which will release a cloud of metal strips into the air on detonation, which have the effect of interfering with electronic signals, blocking visor radio transmissions, and interfering with visor imaging. The chaff has the same effect on friendly and enemy equipment. Its effects last for roughly a minute.

Pulse Pistol - 3 EP
A nine-round clip pistol that fires pulse rounds, accurate at short range, not so much at medium range, virtually inneffective at long range. A useful back up weapon to pull out if you suddenly find yourself out of ammo for your pulse rifle...

Combat Knife/Bayonet - 1 EP
Sure, it's not much use in the modern environment, but if you strap it you your rifle as a bayonet you can occasionally kill something. Plus, it looks pretty damn cool...

Laser Sight - 2 EP
Provides a helpful red dot showing you where your bullets are going to go. You may fit it to one gun and one gun only, compatible with pulse rifle or with pulse pistol. Can be fitted to the other two accessories.

Silencer - 2 EP
Muffles the sound of your gunshots so that only those close to you will hear them. You may fit it to one gun and one gun only, compatible with pulse rifle or pulse pistol. Can be fitted with the other two accessories.

Scope - 3 EP
A scope for the standard-issue pulse rifle that increases its accuracy at long range by helping you aim. Magnified to X2. Can be fitted in combination with the other two accessories.

Underslung Grenade Launcher - 4 EP
An underslung grenade launcher for your pulse rifle, which accepts and fires standard grenades. It comes with a single HE grenade for free. By operation of a simple, two-setting switch, can be made to fire bounce (five second fuse) grenades, or explode-on-impact grenades. Must be reloaded manually from the muzzle after firing.

Gas Mask - 3 EP
This handy piece of kit is applied to the head in order to allow you to breathe air laden with chemicals without dying or feeling their effects. Comes included with one of the ever-unpopular "Tanks" of compressed breathing fluid that can be activated in low or no-oxygen environments in order to allow you thirty minutes of uninterrupted (if foul-tasting) respiration. The gas mask does not make your suit fully enclosed. The gas mask comes with its own visor included, and your helmet can be worn over the top of it.

Light/Recon Marine
Pulse Rifle (Standard Issue)
This automatic rifle carries a thirty round clip of pulse round. Accurate at medium and short range, and in single shots reasonably accurate even at long range, the pulse rounds kill unarmoured targets with ease, and will penetrate standard-issue armour within a few shots, if not on the first (targets wearing reinforced armour may take more hits to bring down). The Pulse Rifle is a reliable weapon in general that requires little maintenace, though it does have a tendency to jam in the cold...

Light Armour (Standard Issue)
Standard-issue armour given to all Light Marines. Famously referred to as "paper armour" by the luckless Marines that are issued with it, light armour isn't good for a whole lot that anyone can think of, though it is quite warm, and is also lighter than normal armour to carry. Comes with vest and a helmet equipped with the standard peripherals.

Coms Booster (Standard Issue)
Boosts the power of your helmet coms units to make them less vunerable to interference.


Recon Assault Shotgun (4 EP)
Ah, the perks of being a Ligh Marine. The M2A1 Advanced Assault Shotgun, a variant of the M2 available to Standard Marines, is lighter than its counterpart, but only carries 6 cartridges loaded rather than 8. It fires pump action, but as well as firing single shots it is also possible to discharge two cartridges simultaneously (for an extremely powerful close range shot) by use of the second trigger. The recon assault shotgun is smaller than its normal counterpart, allowing it to be carried easily with another weapon, but is also less accurate - not that this will matter too much at close range.

High Velocity SMG (4 EP)
Alternatively, a Light Marine looking for a little extra power might want to take the H&K Mp10 Sub Machine Gun, a compact beast of a weapon replete with a 30 round cartridge which, on full automatic, will be expended completely within four seconds of sustained firing. The Mp10 sends the bullets out fast, and at a velocity high enough that it will easily penetrate most armour at close range, but its short barrel length makes it useless at long range, and the only way you'll hit at medium is by use of single shots and careful bursts.

Sword Bayonet - 1 EP
As a symbol of their bravery (stupidity) in signing up for the Marine discipline with the highest casualty rate of any UN Military service arm ever, Light Marines are allowed the sword bayonet. At two feet in length, it is much longer than the normal bayonet, and can also be wielded as a kind of short sword. A status symbol as much as anything.

Reinforced Armour - 4 EP
For Light Marines, reinforced armour is something of a must-have. It provides better protection than the standard-issue armour given to Standard Marines, but is also a lot lighter and more flexible.

Grenades - 3 EP
A pack of 3 grenades, which may be High Explosive, Smoke or Flashbang in any combination. Five second fuse.

Incendiary Grenade - 2 EP
A single incendiary grenade which will explode in flame on detonation. Five second fuse, useful surpressive weapon.

ECM Chaff Grenade - 2 EP
A single chaff grenade which will release a cloud of metal strips into the air on detonation, which have the effect of interfering with electronic signals, blocking visor radio transmissions, and interfering with visor imaging. The chaff has the same effect on friendly and enemy equipment. Its effects last for roughly a minute.

Pulse Pistol - 3 EP
A nine-round clip pistol that fires pulse rounds, accurate at short range, not so much at medium range, virtually inneffective at long range. A useful back up weapon to pull out if you suddenly find yourself out of ammo for your pulse rifle...

Combat Knife/Bayonet - 1 EP
Sure, it's not much use in the modern environment, but if you strap it you your rifle as a bayonet you can occasionally kill something. Plus, it looks pretty damn cool...

Laser Sight - 2 EP
Provides a helpful red dot showing you where your bullets are going to go. You may fit it to one gun and one gun only, compatible with pulse rifle or with pulse pistol. Can be fitted to the other two accessories.

Silencer - 2 EP
Muffles the sound of your gunshots so that only those close to you will hear them. You may fit it to one gun and one gun only, compatible with pulse rifle or pulse pistol. Can be fitted with the other two accessories.

Scope - 3 EP
A scope for the standard-issue pulse rifle that increases its accuracy at long range by helping you aim. Magnified to X2. Can be fitted in combination with the other two accessories.

Scout Drone Pack - 4 EP
A bumper pack of fun, this consists of three tracked scout robots equipped with cameras and rudimentary scanners. Running almost silently, the deployed scout can be guided and its information viewed via a small screen that attaches to the topside of your pulse rifle. They don't have a long battery lifetime - only a few minutes - but they can fit into places that others can't, and sometimes get by guards undetected.

Gas Mask - 3 EP
This handy piece of kit is applied to the head in order to allow you to breathe air laden with chemicals without dying or feeling their effects. Comes included with one of the ever-unpopular "Tanks" of compressed breathing fluid that can be activated in low or no-oxygen environments in order to allow you thirty minutes of uninterrupted (if foul-tasting) respiration. The gas mask does not make your suit fully enclosed. The gas mask comes with its own visor included, and your helmet can be worn over the top of it.

Heavy Marine
Reinforced Cybernetic Armour (Standard issue)
A full body, heavy armoured suit that can take a few seconds of sustained pulse rifle fire before being pierced. Cybernetic wiring is included, and without it the Heavy Marine would find it impossible to move. Heavy armour increases a Marine's size significently, and he may experience difficulty getting around. Very bulky and difficult to turn in, but providing excellent protection.

Pulse Minigun (10 EP)
A heavy minigun firing pulse rifle rounds at a fantastic rate, sustained fire with a minigun will exhaust your ammunition supply (belt-fed) quickly, so it's best to do it in bursts. The barrel can be made to rotate ready to open fire at the full rate, but this will create a whirring noise which could give you away to the enemy. The minigun is made from a lightweight alloy, but is still quite cumbersome. It is accurate at short range, and at medium range the hail of bullets will hit enough that you won't notice the innaccuracy much anyway.

Heavy Flamethrower (10 EP)
This flamerthrower hurls a gout of flame five metres long in a straight line in front of you, incinerating anything that gets in its way. Pretty self-explanatory, really. Use with caution if flammable materials abound.

Special Role
Pulse Rifle (Standard Issue)
This automatic rifle carries a thirty round clip of pulse round. Accurate at medium and short range, and in single shots reasonably accurate even at long range, the pulse rounds kill unarmoured targets with ease, and will penetrate standard-issue armour within a few shots, if not on the first (targets wearing reinforced armour may take more hits to bring down). The Pulse Rifle is a reliable weapon in general that requires little maintenace, though it does have a tendency to jam in the cold...

Standard Armour (Standard Issue)
Standard-issue armour given to all Marine Corps personnel. The standard issue armour isn't very durable at all, and unless reinforced will usually be penetrated easily within a few hits. It consists of a vest protecting the torso, with optional elbow and knee pads. Also included is a helmet, complete with the Combat Tactical Visor MkIII, through which you can be sent artificial visual waypoints to follow, as well as information overlays. Included in all standard helmets are rudimentary coms systems. The visor also has a thermal imaging mode which will provide detailed visual capability even in total darkness.


Military Issue Laptop (7 EP, Technical Operative ONLY, Technical Op REQUIRES)
A powerful laptop computer equipped with all the tools a Technical Operative needs to do some serious hacking, as well as do things like set squad waypoints. Your success in using this device will depend largely on what you're trying to do. Opening a door is easy, subverting a turret network not so.

Medic Kit (5 EP, Medic ONLY, Medic REQUIRES)
A basic kit including bandages, painkillers, a few packs of blood plasma, basic surgery tools and a variety of other bits used to patch people up with.

Engineering Kit (6 EP, Engineer ONLY, Engineer REQUIRES)
A toolbox of fun including most of the things you'll need to perform basic mechanics, as well as a blow torch (with limited fuel supply) for cutting through doors (and welding them shut), and a variety of explosives with timers.

Reinforced Armour - 4 EP
Reinforced armour is heavier than its standard-issue counterpart, and is an optional extra for standard Marines. It will take more hits than the standard-issue armour to pierce, and is generally more reliable. The vest and the helmet are both reinforced with this upgrade.

Grenades - 3 EP
A pack of 3 grenades, which may be High Explosive, Smoke or Flashbang in any combination. Five second fuse.

Incendiary Grenade - 2 EP
A single incendiary grenade which will explode in flame on detonation. Five second fuse, useful surpressive weapon.

ECM Chaff Grenade - 2 EP
A single chaff grenade which will release a cloud of metal strips into the air on detonation, which have the effect of interfering with electronic signals, blocking visor radio transmissions, and interfering with visor imaging. The chaff has the same effect on friendly and enemy equipment. Its effects last for roughly a minute.

Pulse Pistol - 3 EP
A nine-round clip pistol that fires pulse rounds, accurate at short range, not so much at medium range, virtually inneffective at long range. A useful back up weapon to pull out if you suddenly find yourself out of ammo for your pulse rifle...

Combat Knife/Bayonet - 1 EP
Sure, it's not much use in the modern environment, but if you strap it you your rifle as a bayonet you can occasionally kill something. Plus, it looks pretty damn cool...

Laser Sight - 2 EP
Provides a helpful red dot showing you where your bullets are going to go. You may fit it to one gun and one gun only, compatible with pulse rifle or with pulse pistol. Can be fitted to the other two accessories.

Silencer - 2 EP
Muffles the sound of your gunshots so that only those close to you will hear them. You may fit it to one gun and one gun only, compatible with pulse rifle or pulse pistol. Can be fitted with the other two accessories.

Scope - 3 EP
A scope for the standard-issue pulse rifle that increases its accuracy at long range by helping you aim. Magnified to X2. Can be fitted in combination with the other two accessories.

Gas Mask - 3 EP
This handy piece of kit is applied to the head in order to allow you to breathe air laden with chemicals without dying or feeling their effects. Comes included with one of the ever-unpopular "Tanks" of compressed breathing fluid that can be activated in low or no-oxygen environments in order to allow you thirty minutes of uninterrupted (if foul-tasting) respiration. The gas mask does not make your suit fully enclosed. The gas mask comes with its own visor included, and your helmet can be worn over the top of it.

-----

Maybe I'll add in more stuff soon.
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

Last edited by No Dachi; 19 Dec 2004 at 13:49.
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