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Mobile Infantry - Equipment Mega-thread


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Weapons of the Mobile Infantry.

 

 

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Mark 1 Morita (SSTwoRP Morita)

Damage: 27

RPM: 750

Magazine: 75 .308 Caseless rounds.

The Mark One Morita is the standard issue rifle of the Mobile Infantry. It fires .308 Caseless ammunition. Being able to fire in single fire, burst fire or, as it most commonly is used, fully Automatic.This rifle is the go-to weapon for any member of the Mobile Infantry.

 

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Mark 1 Carbine (SSTwoRP Morita)

Damage: 27

RPM: 938

Magazine: 75 .308 Caseless rounds.

The Carbine is a modified version of the Morita, coming with a shorter barrel making it lighter and a more ideal weapon to use in CQC or used by Medics over the larger and much heavier standard Morita. 

 

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Mark Three. (SSTwoRP Morita Mk3)

Damage: 21

RPM: 750

Magazine: 95 10x50mm Caseless rounds.

The newest weapon produced by the Morita Arms Company, being a recreation of the Original Prototype seen in the Second Bug War, the Mark 3 is the new replacement for the standard Mark One. Holding a smaller magazine in exchange for larger, more deadly rounds as well as a built in, five round 30mm grenade launcher, this weapon is deadly when put in the right hands.

 

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Mark Three SAW (SSTwoRP Morita SAW)

Damage: 24

RPM: 1000

Magazine: 200 .308 Caseless rounds.

The newest weapon to the Mobile Infantry, the Mark Three SAW is a Light Machine Gun assigned to Troopers to provide covering fire, suppress enemy forces or eliminate large numbers of Arachnids with out needing to stop and reload.

 

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Pump Action Shotgun (CW M3 Super 90)

Damage 108

Spread: 12x9

Magazine: 8 Buckshot/Slug/Flechette rounds.

The Pump Action Shotgun is a simple shotgun that must be pumped back to load in a new shell. It's used for CQC or building sweeping, not very ideal to use against Arachnids as their chitin can deflect most lesser buckshot rounds. 

 

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CD-95 Ventilator Pump Action Shotgun (SSTwoRP CD-95 Ventilator)

Damage: 20x12

Magazine: 10 Buckshot/Slug/Flechette rounds. 

An upgraded version of the basic Pump-Action shotgun, using a larger magazine count but designed to work better in CQC with more compact pellet spread. While this weapon may be capable of dropping an Arachnid in only a few shots, the reload time and reliance on close quarters makes the weapon not ideal against them.

 

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Sawn-Off Shotgun (CW Serbu Shorty)

Damage: 8x12

Magazine: 2 Buckshot/Slug/Flechette rounds.

Having no stock and a shorter barrel, the Sawn Off is an ideal secondary weapon for anyone using a larger weapon like the Morita X or SAW, as it is less likely to get caught on corners and can be used more effectively in CQC environments with out the fear of someone grabbing your weapon to disarm you.

 

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'Belcher' Fully Automatic Shotgun (CW Sci-Fi Weapons Belcher)

Damage: 18x9

RPM: 353

Magazine: 20 Buckshot rounds.

The 'Belcher' is a 20 round fully automatic shotgun, perfect for CQC combat or to fight lower leveled Arachnids, the consistent fire and larger pellets of buckshot mixed with the fast reload speed makes this weapon ideal for quickly killing groups of enemies, including Arachnids.

 

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WA-21 DMR  (SSTwoRP DMR)

Damage: 100

RPM: 200

Magazine: 30 .308 Armour Piercing rounds.

The WA-21 is an alternate DMR that can be used. It is an automatic or single shot, armour piercing rifle designed for mid to long range engagements. It fires the same .308 ammunition, though it is modified to pierce armour much easier, whether it be Kevlar or Arachnid Chitin. 

 

 

 

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The E-Pulse 44 (SSTwoRP E-Pulse 44)

Damage: 180

RPM: 200

Magazine: 20 10x63mm APDS 'Pulse' rounds.

One of the newest weapons available to the Mobile Infantry, using a new state of the art 'Pulse' round, the E-Pulse 44 is the new designated Marksman rifle, replacing the Morita 1 DMR variant, as well as the WA-21 DMR in the field. 

 

 

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Morita Long Rifle (CW L115)

Damage: 1000

Magazine: 5 .50 Caliber rounds.

The Morita Long Rifle is high powered, bolt action Sniper rifle, used primarily during human on human combat as Arachnids are harder to hit and will not drop on most occasions from a singular round, unless the round is very well placed. 

 

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Brunham TW-102-S 'Peacemaker' Pistol (SSTwoRP Peacemaker)

Damage: 25

RPM: 423

Magazine: 25 .45 ACP rounds.

The Peacekeeper is a Magazine fed sidearm, the standard weapon to be given to NCOs who request them, along with standard Infantry who take heavy weapons like the Morita X, SAW or DMR when engaging in close quarter combat. It fires .45 ACP ammunition, ideal against Human, None-armoured combatants, though quite ineffective against anything else, especially Arachnids. 

 

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Brunham TW-109-E 'Emancipator' Heavy Pistol (SSTwoRP Emancipator)

Damage: 100

RPM: 300

Magazine: 7 .308 Caseless rounds.

The Emancipator is a Magazine fed high caliber sidearm, used primarily by Senior NCOs. Unlike the Peacekeeper, their ammo count is far lower, however the rounds are much bigger. This weapon is not to be given to random Infantry as a secondary, they are to only be used by Psychic operatives and SNCO/Officers. 

 

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TW-111-P 'Reaper' Pistol (CW MR96)

Damage: 300

ROF: 55

Magazine: 6 .50 caliber rounds.

A weapon that can only be carried by Officers or members of Intel (Including Psychic Operatives), the 'Reaper' is a high powered revolver capable of dishing out high damage, and can kill a man with a single shot, hence why Officers always save the last round for themselves.

 

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M-902F Fragmentation Grenade (CW Frag Grenade)

Damage: 93

Explosive radius: 20 feet.

The M-902 Frag Grenade is the standard Grenade for the Mobile Infantry, being able to be used by anyone above the rank of Recruit. The Grenade is a deadly weapon when breaching and is incredibly effective and destroying piles of dead Arachnids to avoid them from climbing. It can also heavily damage a Warrior, but is quite unlikely to kill it. 

 

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M55 Rocket Launcher

Damage: 500

Ammo: 74mm High Explosive Dual Purpose rockets, High Explosive Anti-Tank rockets, Smoke rockets or Tactical Oxygen Nuke missiles. 

The M55 is a standard kit for Engineers, firing 4 ammo types. HEDP, HEAT, Smoke and TONs. The HEDP is used to destroy holes or damage hostiles. HEAT is used against tanks and heavily armored Arachnids such as the Royal or X-Bug.veoss93.png

 

 

Triple Grenade Launcher (M9K EX41)

Damage: 260

RPM:60 

Magazine: 3 40 millimeter Breaching rounds or HE grenades.

The Triple Grenade Launcher, known more commonly as a 3GL, is a grenade launcher loaded up with 3 40mm grenades, capable of doing high damage to human contacts and also badly injuring Arachnids, often killing them in two direct hits. 

On top of this, the 3GL is capable of loading and firing Breaching rounds, small grenades that embed into dry wall and doors before exploding, creating points of entry for Breaching.

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Equipment Regulations

 

Original post by: @Tony

 

>> FROM: Warrant Officer Otto Dresdner
>> DATE: 02/13/2297; 1930
>> TO: 112th Alpha Company
>> CC: N/A
>> SUBJECT: Mobile Infantry Equipment Regulation

 

Attention Infantry,

It’s come to my attention a number of men and women within the 112th have been customizing and tweaking their deployment kits to levels that’re outright absurd or even detrimental to unit efficiency. With that in mind, I’ve decided to lay out a list of prohibited and allowed equipment modifications. Such list will follow below in order from head-to-toe, rifle included. NCO's are expected to enforce these rules, Troopers are to follow them or suffer the consequences.

__________________________________________________

1.  Head

a. Helmets

  1. The Mark-Three Tactical Helmet shall not be replaced with a substitute under any circumstance. It shall never be left unused no matter the circumstances of deployment. (The only exception is a modified M3 Welding Helmet for Combat Engineers.)

  2. Infantry are allowed to add attachments to the helmet in forms of headlamps, sun-visors, and welding masks. (As such is necessary for the duties of a Combat Engineer.) Closed oxygen / EVA capable variants should only be employed when necessary, doing otherwise is detrimental to a normal deployment.

  3. Decals and stylization are permitted. Decals must not take up more than 28% of your helmet, and must not include numbers or lettering. All designs must be REQUESTED to a STAFF SERGEANT or ABOVE for approval. “MOTO” patches are NO LONGER permitted as well, as they're only legal on sleeves and vests. Engravings are NOT permitted. (And offer no tactical advantage.)

 

OOC Section:

In the world of PAC, nobody should be replacing the helmet entirely or making it completely unrecognizable. To simplify, if you can’t tell there’s an MI helmet, it’s not acceptable.
 
b. Masks
  1.  Balaclavas and ski-masks are permitted ONLY on drops. Shemaghs can be worn on ship but ONLY around the neck. They will not be worn for inspection. 

  2. Stylized masks can be worn within reason. If they make you easier to spot in combat or during stealth operations, they are NOT to be worn-- However, they will not be worn during inspection. 

  3. Gasmasks should only be worn if the drop makes it a necessity; Combat Engineers are the only exception, implying the situation calls for it. Those wearing Gas Masks on drops, be aware that it will restrict breathing and oxygen consumption. (OOC note: Admins and event runners are free to have you collapse/suffer consequences while running or doing strenuous work with gas masks on.) 

 

OOC Section:

From this point on, dropping with full masks; IE Halo Reach Recon Helmets and the likes, is no longer permitted. Balaclavas and such are still fine, but full face armour is too far, pull it back a little people. We're not in Power Armour. (Yet.)

 

c. Berets

   1. Berets must be respective to your division / assigned role, and may be worn whilst on or off-duty.

 

d. Garrison Cap

   1. The garrison cap is to be worn at any point. The Garrison Cap must face forward, the bill in-line with the troopers forehead. The Garrison Cap must NOT be stylised and stencilled. Under very certain circumstances, the Garrison Cap may replace the M3 Tactical Helmet when expecting LITE DUTY, at the DROP LEADS discretion. 

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2.  Chest

     a.  Mark-Three Combat Armor
  1. The Mark-Three Combat Armor shall not be replaced with any substitute under any circumstance. It shall never have any pieces of it removed or lightened except under the condition that a division requires it. (E.g, Pathfinders, Engineers, Medics.)
  2. Decals and stylizations are permitted under the assumption they do not increase visibility of the wearer or otherwise reflect light. “MOTO” patches are permitted as well, as long as they’re small and follow the above statement. However, engravings are not permitted. (And offer no tactical advantage.)
  3. Load bearing harnesses, backpacks and pouches are permitted as long as they don’t decrease or impede mobility.

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3.  Arms

a.  Sleeves
  1. Infantry are expected to wear sleeves in whatever manner they see fit; BDU Top, Regulation Black T-Shirt, Regulation Black Tank Top, or Regulation Black Half-Sleeve shirt.
  2. Ripped sleeves are entirely prohibited, and torn uniforms should be replaced as soon as possible.
  3. During cold-weather missions, Infantry are expected to wear full-sleeves, gloves, and face protection.

b.   Trousers

       1. The only bottoms authorised on-duty are your standard BDU trousers. On deployment, Camouflage variants must fit the environment. 

c.  Patches
  1. Rank patches are always to be worn on the left shoulder when sleeves are in use; Division / Unit patches are permitted along the right shoulder.
  2. Should an Infantryman not bear sleeves, a rank patch is to be placed on the chest or helmet.
  3. Morale patches are authorised in replacement of a divisional patch.

(OOC Note: In regards to trousers and their camos, if you can't find the camo generally accepted for the drop, try to either get the path from a fellow player, or pick one that closely resembles it in COLOUR.)

__________________________________________________

4. Ceremonial & Offduty uniforms

a. Official Ceremonies

     1. Infantry are expected to wear full dress pants and shirt along with a beret and gloves. Watch caps are not permitted.

b. Regular downtime

    1. Infantry can wear any combination of shirt, jacket and pants, with the exception of short-shorts or anything similar. Those are to remain in the barracks.

    2. Some form of shirt is to be worn when outside of the barracks. 

 

OOC Section: The dress pants clip with the off-duty tops, so I suggest not using it.

__________________________________________________

5.  Morita Variants

a.  The Mark One Morita & Variations
  1. They shall never be modified without certification and permission from a superior, (See Sergeants and above.) 
  2. Stylizations and stenciling are permitted as long as they don’t otherwise obscure handling or visual inspection of the weapon, OR give the wearer’s position away in ‘stealth’ operations. However, engravings are not permitted. (And offer no tactical advantage.)
  3. Slings are permitted for all variations of the Morita; Bi-Pods may be attached to DMR’s for the sake of stability.
 
OOC Note:
Morita replacements are entirely prohibited unless said otherwise.
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Sidearm Regulations

 

The following are rules and regulations for Sidearms, issued and war trophies.

Paragraph 1 - Federal Issued Sidearms

There are three variants of sidearms that are currently issued to members of the Federal Armed Services.

1. TW-102-S 'Peacemaker' - Issued as standard sidearm to NCOs, marines and some weapon specialists.

2. TW-109-E 'Emancipator' - Issued to SNCOs and senior weapon specialists.

3. TW-111-P 'Reaper' - Issued to psychics, Intelligence operatives, and officers.

 

Paragraph 2 - War Trophies (Must be taken IC, no ass pulling)

War trophies are allowed, however they are to be kept in the armory, just like any other weapon. You may use them in the field, ONLY IF it is signed off by a Divisional or M.I. Officer.

The following will determine if the weapon is viable for clearance:

Ammunition availability (Federal Issued Weapons are more likely to be signed off)

Ammunition type

Ammunition capacity

Reason for weapon ("I want one", will not suffice).

 

Paragraph 3 - Sidearm Request Form (Submitted ICly to an officer, passed OOCly through PM's to @OpTiCFaZeSoCkzZz for logging.)

The following is the format in which a request to an officer will be made:

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Rank; Surname ; First Initial

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Unit

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Weapon type requested & Reason (Enter number or  WT: With a description of the weapon)

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Signing Officer

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Date

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Paragraph 4 - On ship use

Only officers, SNCO's (SSgt+), psychics and marines are permitted to carry sidearms on ship.

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