Introduction
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Marine Squads are designed
for specific functions, this to allow a MCO
the widest range of tactical and strategic
choices. A Squad is a usually 12 man unit,
that can be broken up into 2 or 3 Fire teams.
There is a Squad NCO- usually Enlisted Ranks
6-7.. Sergeants or Gunnery Sergeants, or a
Petty Officer or Chief Petty Officer if they
lead one of the cross branch squads.
The most common squad type is Infantry/Rifleman,
followed in numbers by I/F/S, Recon, HA, then
some of the more specialized units. Some of
the units below are relatively new, or currently
in discussion stages.
This section will be updated as more information
becomes available.
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Infantry-
Rifle Squad |
Infantry/Rifle Squads - With
a mix of riflemen and grenadiers, an Infantry
squad is surprisingly powerful. They are grunts,
and proud of it. Versatile, they can fill
many roles, but work best in straightforward
firefights.
Infantry Squads are usually made up of
Squad Leadership-1 Sergeant ( Ranks E-6 or
E-8)
1 Corporal (E5)
8 Riflemen (Ranks E-1 through E-5)
1 Rifleman/Grenadier (Ranks E1-E5)
1 Support Phaserman (Rank E2-E5)
Notes: Generally speaking, 1 or 2 of the Riflemen
are will carry a back up power back for the
Support Phaser, and be trained to either support
or operate the Support Phaser.
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Infantry-
Forward Assault/Support |
Infantry/Forward Assault/Support
- Essentially Infantry, rather then a Support
Phaserman, they have a two-man mortar team,
carrying the mortar components, with more
speed then a Heavy Assault squad, right up
to were ever infantry calls them in, with
the flexible response allowed by a large number
of riflemen.
It is also common for one of the Riflemen
to be equipped with an Angel MkII instead
of standard III-C Marine Rifle.
IFS squads are normally composed of:
Squad Leadership-1 Sergeant ( Ranks E-6 or
E-8)
1 Corporal (E5)
6 Riflemen (Ranks E-1 through E-5)
2 Rifleman/Grenadiers (Ranks E1-E5)
2 Riflemen/Mortar operators(Rank E2-E5)
Notes: The IFS squad, besides often having
one Angel MkII operator, often has a Corpsman
assigned to them, as the have the fire power
to cover a Corpsman operating in the field.
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Reconnaissance
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A Reconnaissance (Recon)
squad's duties are toto scout out enemy positions,
clear the way of traps and obstacles for approaching
infantry. When the main Infantry is in position,
they fall back, and act as support and reserve.
All Recon units have an Forward Observer/Sapper,
who both calls back info for Assault units,
Air Support or other heavy weaponry
resources,
Ordinance Disposal, and low level demolition.
All members of the units have at least some
of these skills, but the FO/Sapper has the
best equipment and most training for the job.
Recon teams, since they tend to travel light
and are very skilled infiltrators also have
a Sniper/Spotter team. The Sniper and Spotter
can either be work with or independently of
the rest of the Recon Squad.
Recon Squads are composed of:
-1 Sergeant ( Ranks E-6 or E-8)
1 Corporal (E5)
5 Riflemen (Ranks E-1 through E-5)
2 FO/Sappers (Ranks E3-E6)
1 Sniper(Ranks E3-E6) and 1 Spotter (RanksE2-E6)
1 Communications Specialist(Ranks E2-E6)
Notes: The Communications specialist may or
may be Signal Corps ( meaning they could be
a Marine, or a specially trained Science or
Ops. technician). Recon prefer the Field BDU
whenever possible, and generally strip down
their armor to the least bulky configuration
possible.
Some Recon squads specialize in specific environments
over others. For example, the Bilge Rats,
a Squad working with the Devil Dogs Company,
specialize in Tunnel/Ship Operations- able
to worm their way through a tunnel or the
maze of ships conduits and Jefferies tubes,
they specialize in technological countermeasures
and knowing enemy ships' layouts almost as
well or even better than their own engineers.
Another example is the Rocky Mountain Highlanders,
operating off of SB968. Specializing in Forestry
and Mountaineering, they excel in natural
environments. While capable of working outside
their main environment, they do focus in a
specific area.
This is one reason why Demi-Companies and
Companies will often have 2-3 Recon Platoons,
to ensure a diverse Recon skill base.
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Heavy
Assault |
Heavy Assault- One of the
reasons there was no need to develop a major
field artillery presence in the SFMC was the
massive firepower carried by the Heavy Assault
Units. Besides two Support Phasermen, they
have a Phaser Cannonneer with one Rifleman/Tender,
carrying a second power pack for the cannoneer.
Able to take out most vehicular threats, put
up a reasonable defense against air attack,
and able to out fire a far larger number of
enemies than even other Marine units, they
are one of the main reason why Starfleet is
able to maintain an extremely effective ground
force with such low numbers.
Paired with hoversleds or Mobile Weapons Platforms
for mobility, HA is, simply put, the most
deadly single unit in the Marine Corps.
However, the necessary training, Physical
strength, and endurance, and logistical needs
limit the number of these units in service
at any time. There will only be one HA squad
per Demi-Company, occaisonally two per full
company.
HA Squads are composed of:-1 Sergeant ( Ranks
E-6 or E-9)
1 Corporal or Sergeant (E5-E7)
3 Riflemen (Ranks E-1 through E-5)
1 Rifleman/Grenadier (Ranks E1-E5)
2 Support Phaserman (Ranks E2-E5)
2 Riflemen/Mortar operators(Ranks E2-E5)
1 Phaser Cannonner(Rank E2-E6)
1 Rifleman/Tender (Rank E1-E5)
Notes: For some HA squads, the Mortarmen are
replace by one Angel MkII operator and another
Rifleman, or 1 of the Support Phasermen is
replaced by Angel MkII operator.
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Cross
Branch Squads |
The SFMC does not have redundant
bodies for talents that lie outside of its
primary focus: multi-environmental infantry
operations and supremacy. For example, there
is no Marine Corps Fighter Command, Marine
Corps Medic Division, or the like. The SFMC
follows the larger Starfleet model of combining
the talent from all it's branches to best
effect. The SFMC takes said talent and trains
them along with Marine elements or to operate
at the head of a Marine squad trained to assist
them or protect them in their tasks.
These personnel, depending on their role,
are Enlisted personnel or Non-Commissioned
officers. Though skilled, their training does
not match that of a fully dedicated officer
of their branch, a trade off for the time
dedicated to training with the Marines Contingent.
While on base or ship and not in training
with the Marine Contingent, they support the
staff of their branch at the Department Head's
discretion. Also, said Department Head can
take lead of their branches operations in
the Marine Contingent, under the MCO at their
discretion.
Finally, the training and commitment necessary
to maintain cross squad certification almost
always precludes a Department Head or Assistant
from becoming fully qualified unless they
stand down. However, regular cross and Physical
training with the SFMC can be arranged at
the agreement of the Department Head, MCO
and CO of the ship or station.
Some squads are not technically cross branch
or department, but closely integrate with
other branches/departments on ship or bases.
They are included below as well.
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Combat/Field
Engineers |
A Combat/Field Engineer's duty is to
solve battlefield and field technical
problems, to 'defend what they mend'.
They are also the
'special forces' of the Marine Corps,
receiving the highest degree of
counter-terror and sniper training.
These are people that have elected to endure
rigorous cross training - both transferring
from Starfleet Engineering and receiving
full Starfleet Marine training or full
marines that pass full equivalency courses
in Engineering. Quite often, the
squads are arranged 1-3 per division of Marines,
and take a unit emblem to differentiate themselves
from other CE units. Basic Requirements for
a first level Combat Engineer is full certification
as an Engineer, Meeting or exceeding basic
Marine fitness tests, Explosive Ordinance
Disposal (EOD)
Through use of Modular Construction
Materials, a variety of demolition tools,
force fields, assorted technologies, and
some of the quickest thinking in Star Fleet,
CEs overcome battlefield
obstacles and difficulties, and maintain as
optimal as possible battlefield conditions
for Marines. They also handle many higher
level demolitions and ordinance disposal duties.
The CE's construct and operate "jump-points":
field transport units to ensure speedy movement
of troops and personnel. While usually called
the Eggheads by the troops, it is the CEs
efforts as much as any advance in uniform
materials that have all but eliminated trench
and field condition related illness among
the troops. It is traditionally a squad of
CE's with support that clear a fire area before
a divisions landing, in time of war.
On ship and station runs, they assist the
Marines in taking out self-destruct mechanisms,
force fields, or other boarding hazards. They
are also highly trained in the boarding and
destruction of Starfleet installations, to
prevent material and technological theft or
loss to an enemy. Certain members of a CE
squad might also have training in Counter-Terrorism,
and assist when needed to avert such threats
as bombs or other technological terror that
could bring loss of life or property to Starfleet
and the United Federation of Planets.
Rank: CCE (Chief Combat Engineer)
and CXE (Executive Combat Engineer) range
from Lt Colonel
to 2nd Lt. Assistant CEs range from E1-E3, with
full CEE crewman ranking as high as
Master
Petty Officer.
Command of a CE squad rests in the hands of
an officer not less then 2nd Lt or Ensign
(sg). Depending on the CE's first duty before
transferring to a Marine CE Squad.
Specific Technologies:
Besides an array of explosives, mining,
and computer cracking equipment, CEs use a
variety of systems in their work. Some mentioned
above. Training between senior CE's is differentiated
to meet a number of different needs and requirements,
so the technology used varies from squad to
squad.
Modular Construction Materials- these
easily replicated materials can range from
shacks to medium scale fortifications, are
used to quickly create hosing and cover in
the field or in relief situations.
Jump Point- A Jump Point is self powered
mobile transport pad, able to provide a guaranteed
lock on point and transport into otherwise
protected and/or hazardous areas. Statistics
are to follow.
Explosives: A number of different explosives,
in a number of different forms are carried
by members of a CE squad at need. Such materials
are contained in a high security lockup, only
accessible by the CCE or XCE. All members
of the squad are required to train to handle
and disable explosives.
Marine Weaponry/Equipment: All CE's
are, by definition, Marines. Each is required
to be fully certified to use ALL Marine equipment.
BDU and Marine weaponry standards are upheld,
and CE's go fully armed into every situation,
unless deemed otherwise by the MCO or CCE.
Oftentimes, a CE will
also carry sniper equipment.
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Corpsmen
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Corpsmen are Medical trained
to handle battlefield medical needs. They
are not as broadly skilled as a Medical Branch,
and at all times will defer to a Medical Officer.
While there are not squads of Corpsman, there
information is listed here since they fit
into the 'cross-branch' concept.
Supplementing roles filled by traditional
Medtechs, Corpsmen stabilize the wounded on
site till they can be moved out, handle triage,
transport of wounded to the better facilities
of Starfleet Medical, emergency procedures
for those so wounded they can't wait, and
emergency preservation procedures.
Another important Corpsmen activity is the
rapid recovery of troops, getting those with
light wounds back into action in a matter
of hours, in some cases to a mater minutes.
It is this activity which causes the
greatest stress related disorders among them,
and is one of the reasons why they sometimes
are held in disdain by some in Starfleet Medical,
but respected by the Marines. (As a DI's once
said "Every time an Corpsmen gets you back
on your feet, it means one less Marine will
die because you weren't on the line.")
Ranks: Corpsmen in the field range anywhere
from E2-E5, Crewman 2nd Class to Petty Officer
2nd' Class.
Numbers: Generally, you have two to three
Corpsmen per platoon, with one or two Marines
per squad committed to regular first aid training.
Special Technologies- Corpsmen, if they carry
a weapon, carry a Type II standard or Marine
Sidearm, but rarely carry anything heavier.
They carry expanded Medkits, as well as collapsible
anti-grav floats used for stretcher cases.
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Marine
Guard |
One of the SFMC's strength's
is the spirit of its troops. Sadly, that spirit
can also be a discipline problem. Marines
rarely back down from a challenge, be it on
the battlefield, or the local dive. So extra
steps were taken to ensure breaches of discipline
could be quickly and easily dealt with.
The Marine Guard are not like cross squads,
in that they are entirely composed of Marines.
However, they have a distinctive relationship
with TAC/SC, and so fall into this category.
They have two main functions. One is to maintain
security at the Base or Ships'
Marine facilities- such as the Marine Armory
and Holodeck.
The second duty is to maintain order among
the Marines, executing in-house discipline
and rounding up strays. They are deputized
by TAC/SC with arrest powers for *only* these
purposes, and immediately surrender
any prisoners to TAC/SC for holding and processing.
The Marine Guard may be called up by TAC/SC,
with the MCO's agreement,
to act as reserves or assist with public unrest.
They tend to be very unpopular with their
fellow Marines.
MG Squads are composed along similar lines
as Riflemen infantry, save that they usually
carry only II-D Marine Sidearms, and Stun
Stick.. batons that can be used as straightforward
bludgeons or emit a stun pulse on contact.
They almost always wear Field BDU's, as they
can expect punishment 24 hours, 7 days a week.
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Marine
Armory Staff |
The Armoror or Master at
Arms and their staff maintain the Marine
Armory
and all the Marine Contingent's weapons and
armor, in a separate armory. Secured fabricators are needed to
repair and manufacture the BDU's, and the
separate armory avoids bottleneck of both
Tactical and
Marine troops trying to ready at the same
point.
The Armoror keeps both the Unit Clerk and
the Ops staff informed of readiness and as
needed Engineering and Ops staff can assist
or requisition Marine Armory resources with
the agreement of the MCO. The Master Armorer
will be at least a Corporal ( Rank E5), and
their staff varies .
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Signal
Corps |
The Signal Corps is composed
of squads lead primarily by Science personnel,
though OPS personnel can become Signal Corpsmen.
They
maintain signal and data security and integrity,
attempts to crack the enemies data streams,
and maintains mail and entertainment streams
to
the troops in prolonged action. They also
provide rapid battlefield analysis of new
threats, energies, or situations.
Many individuals have the hearts of Marines,
if not the Physical capacity to serve in direct
combat. In the Signal Corps, members of such
races like the Binar, shine. Any one attempting
to take Physical advantage over an SC will
face spectacularly harsh retaliation.
Some Signal Corps squads are heavily trained
in covert placement and
operations of monitoring/communications equipment.
On more than one occasion, Signal Corps squads
have been infiltrated into pre-First
Contact worlds for long term observation,
or joined in SFI or TAC/SC covert operations.
Signal Corps squads are composed of
1 Squad Head ( E4-E6, either an Science, OPS,
or SFI either under cover or not, so they
are Fleet Ranks.. Petty Officers and such.)
2-3 Assistants (E1-E5, fleet ranks)
8-9 Marines of assorted MOS's (Rifleman, FO/Sapper,etc)
depending if the Signal Corps squad is a Field
Communications or Covert Communications Unit.
Special Technology- Signal Corpsmen generally
use specially fitted BDU armor.. with enhanced,
integral communications gear to cut down on
their target silhouette. They have a wide
array of other more specialized comm and computer
gear, with Covert Units specializing in discrete
communications and gear.
Specific Technologies:
An assortment of specialize scanner and communication
technologies,
sometimes incorporated into their BDU systems.
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Technical/Vehicular
Pool |
Like members of the other
branches, Marines can be formidable Support
and Shuttle Craft pilots and skilled technician's-
if they decide to train in those areas.
However the majority of Vehicle Operators
and a Marine Contingent Technical Pool are
Fighter Command, CONN/FC, and OPS personnel
assigned to the contingent. The details varying
from ship to ship and base to base.
Depending on the mission needs, it is neither
uncommon nor unwelcome for senior CONN or
Fighter Command personnel to step in and pilot
or to see to specific technical needs.
Generally speaking, Craft Pilots or Technical
Crew Chiefs will be of E6 or higher (Sergeant
or Petty Officer or Technician 1st Class).
Specific Technologies:
tech appropriate to their specific duty.
NRPG- Each ship has different needs, so when
it comes to Vehicle Piloting or Technical
support, be loose. An A/ACONN PC, for example,
could certainly supplement their posting when
the CONN is on duty by either training or
flying with the Marine Contingent.
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Unit
Clerical |
The Marine Unit Clerk staff
is composed of a dedicated Unit Clerk, and
a support staff. Ideally one Clerk for each
Marine Officer. They attend
to the organizational and logistical needs
of the unit.
While Unit Clerks are Marines, they are in
regular contact with the station of ships
OPS staff. In some situations, it would be
suitable for an OPS liaison to fill the Unit
Clerk role if no Clerk is available.
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