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Engineering Training Manual


Cipher

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What is this?
- An outline for the Combat Engineer Detachment, illustrating each specialization's job.
- A detailed source of information for anyone, even for people outside of Engineering.
- Something you can use to increase your understanding of the lore regarding weapons and equipment deployed by the Mobile Infantry.
- A replacement for the old Kit and Duties thread.
 
Suggested reading.
- Marauders; the maintenance section includes details on the AEGIS MKII approved by Marauder Leadership.
- Nuke troopers; read the M55 section under Munitions.
 
LINK TO GOOGLE DOC OR READ DOWN.
Credits;
Players
remnar - MA-96 Overview, good ideas
Showtime - Good advice concerning maintenance
HeresiarchGrimm - Systems ideas
Pacer - Pointing out resources to me, correcting me on some things.
Argon - Producing Ideas and being awesome
Cipher - For doing all the work ;)
 
Websites
Referenced for M55 - https://en.wikipedia.org/wiki/AT4
 
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Why join engineers?

The Combat Engineers are trained to become professionals in varying fields of battlefield expertise, such as construction, electronics, demolitions, and vehicle maintenance. They must be in strong physical condition, as they are frequently required to perform long hours of hard labour. The Combat Engineer Division is an excellent means for any trooper to learn the skills they may need during their career, either in the CED itself or in the MI. By becoming a member of the CED, you are not giving up your responsibility as a potential leader or rifleman, in fact the Combat Engineer’s leadership and rifleman skills are complemented and improved by the fulfilling training they undergo. For each specialization an engineer is authorized to train in, they will be granted an additional pay raise and a promotion to the next grade in the Specialist system, allowing plenty of room to grow outside of the leadership caste as well. If you believe the Combat Engineer Division is for you, send in an application today.


 

General Engineer Duties

Every MI is a rifleman, and by extent every engineer is a rifleman. They are war fighting men and women, trained, and at the very least having been blooded by a single combat drop. When it comes to their duties, they are a rifleman up until the point where their knowledge and training as an engineer comes into play. Meaning: rifleman first, engineer second - except when they are ordered to complete an engineering task pertinent to the completion of the mission, or when a dire emergency involving an engineering task has come up, or it is otherwise within an acceptable realm of purpose or reason in a situation for them to perform the engineering duties required of them. However, as an engineer and a NCO/Officer; when you become a leader your duties will always be focused on that, first and foremost. As an engineering non-commissioned officer, or commissioned officer, you will always put your leadership duties first. As an engineer leader, you will divert engineering responsibilities to a subordinate unless completely necessary to perform that task yourself.

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Specializations


Sapper


Spoiler

 

newsappertech_zpskguteiha.pngSapper Course newsappertech_zpskguteiha.png

1. Sapper Equipment and Duty Outline

The Combat Engineers are a vital asset to the Mobile Infantry. Unlike their “in the rear with the gear” cousins, the COMBAT Engineers specialize in battlefield engineering. They are always close to the front, prepared to deploy any of the tools on their belt should the need arise. The sapper, of course, is the defining role of most Combat Engineers. The kit of a sapper is tailored towards a dynamic fighting style, capable of strong offensive options as well as strong defensive ones. The carbine complements small unit tactics, increasing the rate of fire and thus the offensive capabilities of a sapper in close quarters. Their access to fortifications allow them to secure locations for UCF forces, in complement to their impressive twin fifty caliber static machineguns. To counter obstacles or barricades, the Sapper will be granted access to plastic explosives for demolitions purposes - they can also seal bug holes.

 

On the ship; Sapper duties

- Fight fires, respond quickly and communicate.

- Perform emergency structural repairs under the direction of a Senior Specialist or higher.

 

On the field; Sapper duties

- Repair, maintain, and operate the twin .50 caliber machine gun.

- Construct, maintain, and repair defenses or logistical structures such as FOBs, sandbag walls, trenches, tank traps, blockades, ramps or bridges.

- Breach doors, walls, blockades, with the crowbar, plasma cutter or plastic explosive charge.

 

Standard kit

TW-201 MK1 Carbine 7.3 lbs

M3 Tactical Combat Armor 6lbs

Vest strap integrated climbing harness 1.1 lbs

Handheld Plasma Cutter 4.5 lbs

Lightweight Alloy Crowbar 1.32 lbs

Welding Visor 1 lb

Geiger Counter .5 lb

PD-31 Bomb Detector - 1 lb

“Lizard Line" grappling hook and launcher with 50 feet of thick paracord 10 lbs

Multi-tool (Knife, Wire Cutter, Screwdriver, Wire Crimper, Wire Stripper, Saw, Ruler, Pliers, Metal File)

Trench shovel 1.15 lbs

Sandbag roll of 200 bags 6 lbs

500 gram plastic explosive charges 1.1 lbs

TOTAL: 35.97 lbs

 

Non-standard kit

Twin fifty caliber machine gun mount and head. 90 lbs

Tripod mount 44 lbs

Five 200 round .50 BMG box magazines 96 lbs

Spare fifty caliber machine gun barrels 12 lbs each at 24 lbs

LRR-201 (long range radio) 13.7 lbs

 

TOTAL: 267.7 lbs (split up between personnel)

 

2. Plasma Torch

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The standard issue plasma torch is a plasma cutter as well as a welder. It’s handheld design is to similar to that of a side arm to help integration and use. Unlike a normal sidearm, instead of housing a barrel it houses a plasma torch that can reach upto thirty thousand degrees when in use. The plasma torch uses the arc method of cutting which means it can only be used against a conductive surface. To achieve this there is a negative(-) cord that is to be connected to the surface that you wish to cut, or the device will merely spray compressed argon gas at the metal.

 

To weld all that is needed is the current that flows through the electrode needs to be set lower to merely melt the metal.

 

 

 

 

Safety measures:how-a-plasma-torch-works.gif

  • Ensure user is wearing at the very least protective eyewear as he/she uses the torch

  • Ensue the user is wearing gloves to avoid any unwanted electric shocks that can occur

 

Operation of the plasma torch:

  1. Connect circuit wire to the surface you wish to cut.

  2. Set the temperature of the torch to either weld(low) or cut(High)

  3. Put the torch close to the surface and pull the trigger to begin.

  4. Slowly move the torch along the surface cutting the surface or welding it together.

 

3. Mark 3 & Grenades

The Morita Mark III

 

The Morita Mark III is an assault rifle designed to replace the old Morita Mark I. It boasts a larger caliber round for similar recoil, giving more damage output with the similar controllability to it's older counterpart.

 

It also features a new 10x50mm Caseless Round with improved long-range ballistics, increasing the common Trooper's maximum range out to ~1500m, far beyond the standard engagement ranges. To amplify that, it features a detachable scope system designed specifically for the Mark III, allowing for smart zoom functionality to allow a Trooper to fight effectively both at close and long range without needing to switch out their optics.

 

The Mark III also features 30x71mm Grenade launching capabilities, featuring an integrated long-barrel 30mm grenade launcher fitted above the 10mm barrel. The 30x71mm Grenades are rescaled 40x53mm Grenades, made to be thinner but longer as to boast similar characteristics to the old 40mm grenades. They also feature the same grenade types, resulting in effectively no noticable difference between the old 40mm grenades and the new 30mm grenades in terms of damage, while retaining the same range.

 

 

 

 

 

 

 

 

 

 

 

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30mm MK3 Block Grenade Launcher - Magazine loaded 30mm shells meant for anti-personnel and anti-light vehicle duties. Five shells per mag can be loaded into the barrell, fired at roughly ninety m/s with a maximum range of 450 meters.

 

Types of shells;

30mm HEDP - High Explosive Dual Purpose

 

30mm SMOKE - Smoke Rounds

 

30mm BUCK - Buckshot 12 Gauge Shells.

 

The MX-90 is a high yield fragmentation grenade with a spoon and ignition primer. Thumb the primer on the weapon and pull the spoon - throw - upon releasing the primer button the grenade will arm and detonate in 3 seconds.

 

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Key Points

*Emphasize the RISK when using grenades; do not employ them if the grenade may land near friendlies

*Good quality /me

*Understands and retains the subject matter

 

 

 

4. Climbing Course

The lizard line is a handy tool when it is necessary to gain the height advantage or to scale an obstacle. The launcher itself can hurl the grapple the maximum length of fifty feet before the rope catches and swings down. The lizard line’s powerful lock/lift motor can heave about a thousand pounds vertically up or down. The device itself is five pounds. In order to ensure the trainee knows how to properly use their climbing harness and grapple, set up a barrier wall for them to practice on.

 

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5. Fortification & Static Defense Doctrine

When setting up a fortified location be sure to have plenty of cover with varied firing lines, as well as at least one line of defense behind the main line to fall back to should the need arise. Given the opportunity to entrench, and if supplies are steady, there are a variety of preparations the sapper can make to defend a position. When fortifications are necessary in a mission, they can be called down from the Audie Murphy and supplied to the troops on the ground via dropship. Inside a standard supply drop will usually include plenty of barbed wire, sandbags, and prefabricated walls, as well as ammunition and static guns. Always use the correct fortification for the job, you wouldn’t use sandbags against arachnids as they’d just plow them over.

 

Key points

*Don’t asspull cover. If you deploy sandbags, /me digging and filling sandbags. Only deploy cover, aside from sandbags, if you have a supply drop or a reasonable source to “spawn” the prop.

 

Types of fortifications

 

- Prefabricated Cover

Lightweight bulletproof steel alloy with fold out feet, and slots for reinforcement bars. Carried in supply drops.

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- Tank Traps

Hedgehogs, riveted steel bars placed in a pattern that uses a vehicle’s momentum and weight against itself if it were to impact. Common area denial tool, typically carried in a supply drop.

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Dragon Teeth, rungs on the top allow the AMULE to move/place. Typically deployed ahead of the infantry, not often constructed or brought by engineers.

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- Cover and Concealment

Full cover, any wall or position that can provide full protection to occupants, in the case of a perimeter wall -- it provides cover for vital staff to perform their duties in relative safety.

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Half cover, any position of moderate or light protection to the occupant, only protecting 60% or less of a man if standing.

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Camo netting, a camouflage tent constructed to break the silhouette of an emplacement from a distance, and to provide shade for wary troopers.

 

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The twin fifty caliber, an integral part of base defense, has been in service for hundreds of years, though in different forms. It is pair of modified M2 Brownings, one flipped upside down so the receiver is facing outwards. Rounds ejected from the weapon fall down and land at the feet of the gunner, while a gun shroud protects from small arms fire to some degree. The weapon system should be carried in two parts; the tripod and the guns themselves with any spare barrels or ammo assigned to the tripod carrier. When deploying the weapon first set up the tripod, extend the legs and next lock the gun mount onto the tripod via mounting rails. A long locking pin is available, and should be hooked through the mount to finally secure the weapon. At that point, you must insert the barrels. Hold down the barrel release tab beneath where the barrel inserts and screw the barrel in ninety degrees. The barrel should lock into place, then release the tab. Repeat the barrel insert procedure for the second weapon. Finally, you will insert the two seperate box magazines onto their guide rails below the weapon and feed the belt into each weapon. Pull the bolt back twice on each gun, and the gun is live. Remember that the only safety is in the form of a bolt catch on each weapon, where if the bolt is locked it cannot fire. Educate the trainee on the twin fifties and ensure they can perform the setup and reloading process.

 

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Pictured above, two twin fifty caliber static weapons.

6. Demolition School

A sapper can usually sort through the basic obstacle with their crowbar and plasma cutter, but in the case they cannot they have access to plastic explosives. A sapper should not risk attempting explosive ordnance disposal; that is not their job, they are not properly trained for this and thus it is unsafe to perform! On this note, it is important to recognize and adhere to the safety procedures in detonating plastic explosives; at the very least, NEVER detonate explosives until you are absolutely certain there are no friendlies in the blast radius. Normally, before detonating you will also announce that you are planting a charge- try to be specific with the location if it is not otherwise blatant. Upon receiving the order to detonate the charge, announce over the radio “Fire in the hole!” three times with apt time for a cancel det order to be given.

 

In addition to safety, the trainee should be aware of the capabilities of the standard five hundred gram charges they are issued. An average detonation of one charge can produce an explosive force reaching seven thousand two hundred meters per second, and while the explosion does not innately produce shrapnel it does throw superheated earth or sand, metal or wood shards, or anything else it displaces at these speeds. There are two common types of plastic explosive charges deployed by the sapper, unshaped and shaped. A shaped charge uses a copper “V” shape to direct the explosive force of the charge in one direction. These charges are typically used for cutting through steel or penetrating thicker armor. A shaped plastic explosive charge could penetrate the average blast door at around five inches thick, and create a hole large enough for a man to duck through. On the other hand, the unshaped charge does not have the concentrated explosive force of a shaped one; however it is commonly used to collapse the unstable entrances of bug holes or detonate captured hostile munitions.

 

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Pictured above, a shaped charge.

 

There are three components on the basic plastic explosive charge, the interface, the blasting cap that is wired to the interface, and the plastic explosive compound itself. The charge is contained in a semi-hardened plastic sheath in the case that is unshaped. With shaped charges, the thinner conical or v shaped guide metal is made from a thinner copper and the shell is made from high grade steel. Because of this minor difference, shaped charges do have a slightly heftier feel, however have the same pound of pound yield- except that it is of course much more effective because the explosive force is concentrated. Arming the charge is simple; arm the charge via the interface and insert the cylindrical blasting cap into the malleable plastic explosive substance.

 

Ultimately when using plastic explosives the sapper must use caution and ordinarily will require permission from the mission leader or other ranking NCO in order to deploy and detonate PE. Never detonate PE nearby friendlies and always follow the appropriate procedure; announce the target site, plant and arm the charge, announce “Fire in the hole!” three times, then detonate. This procedure should be taught to the trainee, ensure they follow every procedure and make them repeat it if they get it wrong; correct any mistakes made.

 


Systems


 

Spoiler

newsystemtech_zpstfkcwimw.pngSystems Technician Coursenewsystemtech_zpstfkcwimw.png

1. Equipment and Duty Outline

When operating deep in space on an abandoned relic of a space station, it often fairs well to have some basic training as an electrician in case the lights go out. Systems Technicians are masters in the art of autonomous defense weapon systems, jury-rigging hot wires, and computer hacking. While the level of training doesn’t hold a light to a college graduate computer programmer or electrician, the federal issue equipment the s-techs deploy give them an unfair advantage. Like all engineer specializations, the system tech is prepared to employ both offensive and defensive strategies and equipment. The Handheld Computer is an aggressive hacking tool prepacked with cutting edge malware and data hijacking/jamming programs, while the robotic auto guns can offer a second pair of eyes tied to a high caliber machine gun or anti air weapon.

 

 

On the ship; Systems duties

 

 

- Fight fires, respond quickly and communicate.

- Perform emergency structural repairs under the direction of a Senior Specialist or higher.

- With permission from Engineering NCOs, repair broken wires, replace broken electronics.

 

On the field; Systems duties

 

- Oversee the recovery of mission critical computer data.

- Any required electrical network maintenance.

- Tactical application and maintenance of the UA-571 Remote Sentry Autogun.

- Access and compromise of hostile computer interfaces.

- Utilize the wireless computer software interface to jam hostile radio/cell transmissions.

 

Standard kit

 

Handheld Computer-Software interface 2 lbs

5 foot usb cable .05 lbs

5 foot ethernet cable .05 lbs

20 foot roll of copper wire 1 lb

Power return ruler .3 lbs

Spare power cell 1.01 lbs

Electrician's Kit (Soldering gun, full range of common screwdrivers and nut drivers, adjustable wrench, utility knife, wire crimper/cutter) 5 lbs

PD-42 Tectonic Scanner 3lbs

TOTAL: 12.41 lbs

2. Electrician Basics

The systems technician is in essence an electrician, though with a focus for the in-combat application of electronic devices. The staple of the systems tech is the ability to rapidly strip, cut, and solder wires while understanding the technical purpose for doing so. Firstly, most if not all wires encountered in the field or at base are sheathed in a rubber tubing for safety and mechanical reasons. In order to rewire, or solder a wire you may need to strip up to a quarter of an inch of this rubber tubing in order to do so. Cutting and stripping wires is easy, simply use the wire cutter or stripper to pull or clip through the sheathing and cut the wire.

 

Soldering wires is mostly simple, solder itself is a low melting point metal used to ensure a solid electrical connection. A soldering gun melts and applies this metal. It’s not exactly that simple, however. In order to guarantee a smooth connection- if that is necessary- you should twist spare copper wire to each end of the wire you intend to solder, and then solder the adjoining point(s). Once this is achieved, wait for the solder to solidify and then apply electric tape or prefabricated rubber sheathing- or perhaps reuse what you previously cut from the wire. If you don’t cover the wire there is a high chance it will short circuit- the electric current will take an unintended path and overload the system. Alternatively, if you have multiple sources of power flowing into the same circuit they can short eachother out.

 

 

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3. Hostile Systems Compromise Training

 

The handheld computer software interface is one of the strongest allies of the systems technician. It is equipped with a short range radio and cell tower jammer, a 64 core processor capable of transferring data at terabytes per second, four hundred terabyte storage, as well as a full fledged 101 key interface. The device weighs about two pounds, and is relatively durable. It comes in a tablet form, as well as a PDA brick. While interacting with computers you will find this device is capable of performing several key tasks -- full system cloning, forced unlock and entry, as well as full system wipes or mass malware introduction/keylogging programs.

 

Data recovery operations are a key part of systems training, and while the handheld can be trusted to some extent when hacking and downloading data the systems technician in charge should not forgo the option of manually extracting hard drives. If time is short and the data does not to be reviewed immediately at the time of recovery, then manual extraction should be performed. Simply locate the hard drives and pull them in that case, keep them in a hard storage box to prevent damage. If time is plentiful and you have been ordered to immediately review the target data, then attempt to gain access to the information using the techniques and programs described above with your handheld computer software interface. If access cannot be made, advise your mission commander and extract manually if ordered.

 

 

Manual extraction can be performed simply by first shutting off the power to the computer; if it is a personal console or self contained computer you will need to do this to avoid corrupting data on the drive. If the drive is held in a server stack or otherwise a larger computer mainframe then detaching it without turning off the power is possible. If attempting a download then prioritize creating a hard connection via wire between the handheld and the target system to increase download speed, only resort to a wireless download if no other option is possible.

 

 

4. Pulsing Doors

 

Pulsing doors is operationally the more ‘stealthy’ option when creating entrances as an engineer. Ideally, you will have two ways to achieve a successful door pulse. Option one is to simply cut or short the power connected to the target door. This option is generally the fastest in the case of magnetic or hydraulic locks, the door will be free to pry open with your crowbar. Option two is more complicated, however can apply to a wider range of doors and bulkheads. Rewiring a door’s controls will allow you to gain control over more than door than just being able to pry it open. A full system rewire can leave all conceivable functionality in the hands of the engineer who performed it, all able to be controlled remotely from the handheld software interface.

 

Performing option one is simple; find the power as it leads into the door and sever the connection with your plasma cutter. Power wires, if exposed, are usually well protected behind thick rubber sheathing. Once power is disconnected from the door, in the case of electromagnetic door locks, the door can simply be pried open with your crowbar. Option two is a mildly tedious process and requires a fair amount of intuition on the technician’s part. It also happens to work on a far wider range of doors as it does not rely on the door having a specific type of lock or interface. First locate the control panel, ID scanner, or motion sensor. Second, expose the wiring attached to the motherboard of the interface, and prepare your handheld software interface, along with your wire cutters and soldering gun. From this point, you can cut and pulse any wire. Pulsing, or cutting the wire respectively will have varied effects. Until you test the wire it will not be clear to you what purpose it has, the following demonstrates the cause and effect of cutting or pulsing wires of each type.

 

 

Main Power

 

  • If cut; the door will lose power as will the interface.

  • If pulsed; the local power grid will short and go down temporarily.

ID Scan

  • If cut; the ID scanner will go offline until wire is repaired.

  • If pulsed; ID scan lights will blink.

Bolts

  • If cut; the bolts drop and will not be able to open even if repaired, must pulsed

  • If pulsed; the bolts can be toggled.

Door Functionality

  • If cut; the door will freeze in current position.

  • If pulsed; the door will open or close.

 

5. P-D 42: Tectonic Scanner

 

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The PD 42: Personal Device Tectonic Scanner is a new scanning device equipped to systems engineers allowing them a more versatile role when combating Arachnids.

The principles of the device are broken down into its usage which allows the device up to 50 Metres of scanning range to monitor and alarm the user of heavy underground activity to pinpoint areas of high bug concentration for GEO-NAV Warheads to hit with maximum effectiveness.

The device is built to focus on hardpoints of underground activity to allow the systems engineer to identify threats from a general bearing from their location

 

Deploying such a device is risky as this can send out sonar waves that are known to attract arachnids when in use so remembering to use this device when in contact is important or switching the range down to minimise such an effect.

 

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6. Remote Sentry Autogun

The Remote Sentry Autogun is an automated turret system equipped with a motion sensing forward looking infrared radiometer that relays targeting information to mechanized actuators that can accurately track any hostile within a frontal arc of one hundred eighty degrees. The autogun can be carried and deployed by a single systems technician, the case however is not necessarily wieldy. Ideally, the technician will set up the sentry in a moment of calm and adjust the position of the weapon system while the team is on the move, then setting up again once a position needs to be held.

 

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Deploying the system is a simple process; the case on one side contains the weapon system in a collapsed fashion. The other side contains advanced remote connection console, allowing the user to monitor the weapon’s ammunition, heat, and battery life. From the remote console the user can also disengage the targeting system or alternatively activate manual targeting. The weapon system focuses on target movement and heat, when engaging arachnids it is best to uncheck the human size target function, and enable ‘dog’ size, as well as every size above human. Interrogate/Warn function will flash a light at the subject, and give them three seconds to retreat out of the sentry’s aim. Illuminate will use more battery power, however it will light up the target with the onboard flashlight.

 

 

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Weapons Technician


 

Spoiler

Weapons Technician CoursemJwYeMw.png

 

 

1. Equipment and Duty Outline

It is the duty of a weapons technician to perform maintenance and care of weapons in the Mobile Infantry by working alongside the battalion quartermasters as access to rifles and complex designs may not be available to the average trooper so the duties of a WEP-TEC is simply to maintain and keep weaponry operational on both shipside and operation side and add ability to both perform maintenance and field repairs.

 

On the ship; WEP-TEC duties

- Fight fires, respond quickly and communicate.

- Perform weapon repairs and assist in the running of armoury

            

On the field; WEP-TEC duties

-The repair and assistance in providing fire support to the platoon and associated marauder units.

- Fixing and restoration of weapons to working order.

- Operating as an specialist in assault pioneering

 

 

Standard kit

Cleaning solvent 0.4 lbs

Lubricant, or gun oil

A bore brush 0.1 lbs

A patch holder and patches 0.23 lbs

Cleaning rod 0.1 lbs

A nylon cleaning brush 0.2 lbs

Flashlight 1 lbs

Cotton swabs 0.12 lbs

 

 

TOTAL: lbs

 

Non-standard kit

7.62×51mm micro barrel scrubbing and welding kit 4.50 lbs

SW-226-F ‘Hel’ Infantry Flamer 8.56 lbs

Belcher MK2 Automatic Shotgun 7.50 lbs

MXC Mk1 - Shockwave Launcher 6 lbs

Weapon Maintenance Kit 6.45 lbs

 

 

TOTAL: lbs

2. Introductions to Special Weapons

Included in the special weapons package is the ability to operate with Gl’s, HEL flamethrowers and Belcher’s to increase the sheer assault capabilities onto a combat engineers loadout and will allow this individual to .

 

3. Weapon Operations

 

Brunham TW-102-S 'Peacemaker' Pistol

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The ‘Peacemaker’ is the culmination of handgun technology dating back to before the long wars and the formation of the Federation. The Peacemaker is the standard sidearm, widespread through SICON forces.It is capable of killing a man in a single shot and seriously injuring a bug - though stopping it is out of the question. The pistol is easy to maintain and is almost fault free, even in extended campaigns.

  • Action: Bolt Operated

  • Weight: 0.964 Kilograms (2.1 lbs) Unloaded.

  • Length: 112 mm (4.4 Inches)

  • Barrel Length: 112 mm (4.4 Inches)

  • Cartridge: 9mm x 19mm

  • Feed System: 20 Round Mag Fed

  • Rounds Per Minute: 45

  • Chambering: 9mm

  • Accuracy: 300m, 1m spread

  • Muzzle Velocity: 0.35m Per Second

  • Effective Range: 25m - 300m

 

 

 

Single Tubed Grenade Launcher

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The Single Grenade Launcher, known more commonly as a GL, is a grenade launcher loaded up with 1 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 GL is capable of loading and firing Breaching rounds, small grenades that embed into drywall and doors before exploding, creating points of entry for Breaching.

 

  • Action: Electric-pulse operated.

  • Weight: 3.27 Kilograms (7.2 lb) Unloaded.

  • Length: 485mm - 590mm (19.09 Inches - 23.22 Inches)

  • Barrel Length: 420mm (16.53 Inches)

  • Cartridge: 40mm Grenade

  • Feed System: 1 Round into the chamber

  • Rounds Per Minute: 60

  • Chambering: 40mm

  • Accuracy: 25m spread at 400m

  • Muzzle Velocity: Grenade Type Dependant

  • Effective Range: 400m - 850m

 

 

SW-226-F ‘Hel’ Pioneer Flamer

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A standard support flamethrower. When triggered it creates a 30 foot cone of fire, or alternatively a wall of fire directly in front of the user, 10 feet thick and 30 feet wide, for 90 seconds without reloading. The fuel it expels is a flammable viscous, gel-like substance that sticks, which being an oxygenated mix can burn for roughly 5 seconds in a vacuum, and because of the gel property can float and burn on water much like Napalm.

 

  • Action: Fluid fed Chemical Mixture

  • Weight: 19.5 Kilograms (43 lb) Unloaded

  • Length: 485mm - 590mm (19.09 Inches - 23.22 Inches)

  • Barrel Length: 220mm (16.53 Inches)

  • Cartridge: Chemical Thermal Mixture

  • Feed System: Fed through a gas container.

  • Magazine: 80 Gallons Per Tank.

  • Rounds Per Minute: N/A

  • Chambering: N/A

  • Accuracy:  30 foot cone

  • Muzzle Velocity: N/A

  • Effective Range: 30m - 45m

 

 

 

 

 

 

 

 

 

 

 

 

TW-99-S ‘Belcher’ shotgun

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The Belcher is a fully-automatic shotgun that sacrifices range and precision for raw stopping power in close-quarter engagements. A good option for breaching and clearing, but requires restraint in situations involving hostages and rooms of friendlies.

 

  • Action: Electric-pulse operated.

  • Weight: 5.45 Kilograms (12.01 Lbs) Unloaded

  • Length: 960mm

  • Barrel Length: 460 mm

  • Cartridge: 12-gauge (Buckshot or Slug)

  • Feed System: 20-round detachable box magazine or 30-round drum magazine

  • Rounds Per Minute:400-450  

  • Chambering:

  • Accuracy:  

  • Muzzle Velocity: 400m per second

  • Effective Range: 30m - 40m (Flechette) 15m - 400 (Slugs)

 

 

 

 

 

 

4. Advanced Breaching Explosives

Thermite Breaching Charge

 

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Thermite is a pyrotechnic composition of metal powder, which serves as fuel, and metal oxide. When ignited by heat, thermite undergoes an exothermic reduction-oxidation (redox) reaction. This destroys different materials efficiently.

Burning temperature is up to 3000°C. Also depends

on how the heat escapes to the surrounding environment.

 

40mm Breaching Round

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Modified grenade capable of delivering a single 40mm breaching round. Detonating shortly after impact.

 


Munitions


 

Spoiler

newmunitionstech_zpsei2s7dro.pngMunitions Technician Coursenewmunitionstech_zpsei2s7dro.png

1. Equipment and Duty Outline

Experts in explosives, these engineers are what defines most posters and pinups of the Combat Engineer Division. Anything that has a fuse and goes boom is their speciality, whether it’s disarming it or detonating it. For a Mobile Infantry unit, the munitions technician can easily push the scale for the most firepower carried by a single trooper. The Tactical Oxygen Nuke and M55 Rocket Launcher being the primary reason for this. In addition to the launcher, defensively the m-tech is capable of laying mines when the situation calls for it. In counter to this strategy, their det cord also allows for quick detonation of enemy mines. A good m-tech will watch his feet, as one of their main responsibilities on the field is to dismantle traps and landmines that may threaten the unit. Due to weight constraints a munitions tech must carry a carbine if they also plan on using an M55 rocket launcher.

 

On the ship; Munitions duties

 

- Fight fires, respond quickly and communicate.

- Perform emergency structural repairs under the direction of a Senior Specialist or higher.

 

On the field; Munitions duties

 

-The disposal or render safe of mines, roadside bombs or IEDs, ammunition, or other unfriendly munitions.

-The placement of high explosives such as mines, breaching charges, or other explosive charges.

-The usage of high explosive projectile weaponry such as the M55 rocket launcher or the MK1 grenade launcher.

 

Standard kit

 

MK1 Morita with MK1 GL attachment 12 lbs

Fifteen MK1 grenade launcher high explosive shells 7.5 lbs/.5 lbs each

20 foot roll of det cord 10 lbs

M55 Rocket Launcher 14.8 lbs

Three M55 Phantom Tactical Oxygen Nuke 3.15 lbs/1.05 lbs each

Five M55 HEAT Warhead 5.25 lbs/1.05 lbs each

TOTAL: 52.7 lbs

 

Non-standard kit

 

Ten M9 pressure trigger high explosive landmines 8 lbs

DOTON charge 2lbs

Thermite cutting charge 2lbs

MK28 GMG 78 lbs

Three 30 round 40mm GMG box magazines  45 lbs/15 lbs each

E.O.D. Suit 11 lbs

NBC Suit 3 lbs

TOTAL: 149 lbs

 

2. 40mm GL Man Portable Launchers & 74mm M55 Rocket Launcher

 

There are three distinct launchers available to the munitions technician. All of which have their own role to play in the field of battle. These weapons apply accurate and destructive damage on the battlefield, and often serve an anti-vehicle or crowd control role.

 

74mm M55 Rocket Launcher - Offensive AT power carried by a single man, the warheads are compact rockets that load from the front and jettison at a speed of roughly 300 m/s. Ammo types are varied, and purpose tailored in most cases. Has a 6x optic built in as well as a laser optics guidance system. The M55 has an effective range of over 2km. Operationally, you must always clear your backblast before firing this weapon. To do so, yell loudly in a clear tone of voice, “Clear backblast!” Await a backblast clear response before then firing. Firing without a clear backblast will yield injuries to those in the cone behind you, overpressure and burn wounds would be likely.

 

 

300

 

Types of warheads;

74mm HEAT - High Explosive Anti Tank

Dumb fire only

Anti-vehicle/anti-armor

 

74mm HEDP - High Explosive Dual Purpose

 

Dumb fire only

Anti-personnel/Anti-light vehicle

 

74mm SMOKE - Smoke Warhead

 

Dumb fire only

Blinding Vehicles/Marking targets

 

74mm TON(SM) “PHANTOM” - Tactical Oxygen Nuke (Smart Missile)

 

Geo-Navigational Flight System, programmed to avoid terrain within a set distance. Will “bounce” down bug tunnels.

Programmable detonation range (standard is 200 meters)

Fire and forget

Large target destruction

 

74mm M55 Rocket Launcher (C/S) - Functionally a regular M55, with the exception that its effective range is dropped from 2km to 1.5km, and projectile speed is also harshly reduced to a mere 230 m/s. The confined space variant avoids safety hazards surrounding the original design by introducing a saltwater countermass that defeats or absorbs the overpressure and intense heat produced by the weapon system. The weapon can fire all regular 74mm rockets, including the Tactical Oxygen Nuke.

 

 

 

40mm MK28 Belt Fed Static Grenade Launcher - A rapid fire weapon capable of direct and indirect fire; a muzzle velocity putting the underbarrel to shame, reaches 250 m/s with an effective range of up to a kilometer or more. Essentially the successor to the mortar, as it can fill that role if necessary. Assembly is identical to the twin fifties.

 

 

 

 

 

3. Explosive Ordnance Disposal &

 

 

 

 

Explosive Ordnance Disposal is one of the primary roles of the munitions technician, with two strategies commonly in employ. Before you can deal with the bomb you need to identify the threat. Is the bomb a remote bomb? Are there spotters? If the bomb has a small enough payload to be safely detonated, then disposal is the option. If, however, the bomb in question happens to be a dirty bomb - or simply a large bomb with potentially devastating or irreparable effect to the surrounding area - then the senior most munitions technician should attempt the render safe procedure. Always be highly observant when moving throughout the battlefield; a bomb’s main defense is not the knowledge of how to disarm it - it’s main defense is to be able to hide in plain sight.

 

 

Explosive Ordnance Disposal (EOD) - The easiest way to deal with an unwanted hostile explosive is simply described as detonating the explosive in a controlled environment from a distance. This can be done by planting your own bomb near the explosive’s site and detonating it once the area is clear. Alternatively, for a larger minefield, heavier explosives such as the tactical oxygen nuke can be deployed. Essentially, the entire minefield would be obliterated or displaced, leaving you clear to move in behind the eyes of a trained m-tech. In the case of individual roadside bombs or IEDs then a simple 40mm shell from the grenade launcher may be all it takes to set off or disable the explosive.

 

 

- High Order (HO) is a type of explosive or controlled burn disposal that will expectantly release the target explosive’s FULL yield.

 

 

- Low Order (LO) is a type of explosive or controlled burn disposal that will expectantly minimize the target explosive’s yield or redirect it for minimal explosive effect or danger to structures/personnel.

 

 

Render Safe Procedure (RSP) - There is no guaranteed 100% safe procedure for disarming IEDs, chemical, biological, radiological or nuclear devices or other explosives, merely a procedure that is often considered the least dangerous. Render safe should only be performed in the case that the operator is completely confident of their ability to remain calm, and follow safety precautions and protective measures. Render safe should only be attempted by one individual, two maximum - individuals not pertinent to the render safe procedure should immediately relocate to a safe location, outside of the blast radius.

 

 

- Plastic Explosives require a blasting cap to set off the larger payload. This is often a chrome cylinder that is inserted into the malleable plastic explosive compound, connected by wire that is linked to the interface. Remove the blasting cap from the substance, hold the cap away from the substance, and cut the wire connected to the blasting cap to safely disarm. This blasting cap, normally, is detonated by an electric current. This type of explosive is very stable and will not go off if you shoot it or if it’s lit on fire.

 

- Improvised Explosive Devices are explosive devices created outside of conventional methods, often by separatists or terrorists who lack access to conventional explosives, or simply mean to use the resources available to them. Usually wired with ‘angel wire’ - - very thin copper wire that is easy to disguise or bury. This angel wire will run from the bomb to the spotter’s ignition site. This means that IEDs can be varied, however usually involve an artillery or mortar shell, bags of fertilizer, or other scavengable or purchasable equipment available to civilians. Typically, an IED will involve the main explosive payload (anything listed above, alongside any imaginable substitute) alongside some sort of primer (the device that will ignite or explode, and thus cause the main payload to detonate, could be a blasting cap or any other small explosive) with some sort of source of ignition for that primer (such as an electrical source hooked to a house lightswitch, or a raw wire coupled with a PP3 battery). To defuse, you can disable the source of ignition or the primer, though removing the primer FIRST and then cutting the wire connected to it will be your safest option.

 

 

- Dirty bombs are explosives that have a radiological, chemical, or biological contaminant on board, coupled with traditional explosives. They are designed to contaminate an area, or otherwise make it inaccessible. A “dirty bomb” is a classifying terminology, and normally have physical components similar to other devices described in this section.

 

 

- Fission Bombs are a type of nuclear weapon, also classed as a weapon of mass destruction or WMD. Fission bombs create a single nuclear fission, and can be configured one of two ways.

 


465px-Fission_bomb_assembly_methods.svg.png

- The gun method involves a traditional explosive detonation which shoots one supercritical mass (typically uranium) into another (plutonium) which causes a sort of nuclear chain reaction which can yield an impressive payload, although not quite up to snuff in terms of post space age weaponry. These types of nuclear devices are the most primitive, the type that has been in use since the very beginning of nuclear warfare.

 

- The implosion method involves a spherical arrangement of inward facing explosives that when fired, compress a single subcritical spherical and strictly plutonium core many times its original density. This also yields a devastating nuclear chain reaction, much more complicated and more powerful than the gun method.

 

 

Removing the conventional explosives that initiate the chain reaction will render the explosive inert; alternatively the subcritical plutonium could be removed, thus preventing the two elements from interacting. The key elements of this bomb are radioactive, and protective measures should be made if possible.

 

 

 

 

- Thermonuclear Hydrogen Fusion bombs are a type of nuclear weapon, also classed as weapon of mass destruction or WMD. Thermonuclear bombs are devices that create two separate nuclear fissions, one feeding off the other, yielding a much more dangerous payload than a regular single fission nuclear bomb. The thermonuclear bomb will use energy from the two nuclear fissions to heat and compress a fusion fuel rod. By dismantling the fuel rod and removing it you can render the weapon inert. Dismantling the outer shell of the weapon if it has any will be necessary to reach the fuel rod itself. The key elements of this bomb are radioactive, and protective measures should be made if possible.

 

 

 

 

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-  Chemical explosives vary in form, TNT or Trinitrotoluene is an example of a common traditional chemical explosive with a simple fuse that needs to be lit, after the flame reaches the chemical mixture the explosive will detonate. Disarming something like this is as simple as removing the fuse, however you should note that the explosive is relatively unstable and could be detonated by small arms fire or other high force impacts or potentially open flame. Liquid chemical bombs typically rely on two chemicals mixing, an explosion or toxic gas being generated when mixed. In order to defuse these you will need to separate the physical containers of the chemicals, ensuring they do not mix. Notify troopers to take precautions in the case of toxic gas or other chemical dangers. Gas masks and protective suits are suggested in this case.

 

4. Captured Explosives Guideline

 

The following manual describes explosives likely to be encountered in the field of duty as a munitions technician. Suggested techniques to handle the described explosives given below each type; note that the procedures described are the most safe, however there are more unconventional methods available and described.

 

(OOC NOTE: This part of the guide describes how the explosive will ACTUALLY act in the script, and so it might not be realistic, but it IS how the explosive acts IN-CHARACTER. An OOC NOTE will be made if this is not the case or of something needs to be explained from a gameplay standpoint.)

 

 

Federal Issue Landmines (JI Defense Solutions Small, Medium and Large Landmine). Black, flat pancake style mines that explode if pressure is put on them, light pressure is required to detonate. If disturbed they will detonate, they are bullet resistant but can be set off by rifle rounds. They are easy to set off with hand grenades or with plastic explosives. Approach is safe as long as physical contact is not made. Recommended countermeasure: detcord in quantities of more than one. Plastic explosive charge if only one or a small clustered group. Shooting these mines may also suffice in a pinch, be advised it does take a lot of ammunition per mine to destroy them.

 

 

S.L.A.M.H.(s) (JI Defense Solutions S.L.A.M.) are small greyish green rectangular bricks with a slight inverse cone to one side, and are designed to trigger on proximity. They are very similar to S.L.A.M.L. (s) in appearance and design, however they are not vulnerable to small arms fire. S.L.A.M.H.(s) are vulnerable to grenades, plastic explosives, as well as M55 HEDP shells or other forms of significant explosive force. S.L.A.M.H.(s) will detonate if disturbed. DO NOT APPROACH this mine, as it will detonate on proximity with “human sized” contacts. Recommended countermeasure: detcord in quantities of more than one. Alternatively, toss a plastic explosive charge or fire a 40mm grenade, or hand grenade.

 

 

S.L.A.M.L.(s) (Half Life 2 S.L.A.M. Weapon) are a small olive green/light green rectangular bricks with a slight inverse cone to one side, and are visually and effectively similar to S.L.A.M.H.(s) except for that they only detonate either by remote trigger or by laser tripwire. In addition, they can be defeated by small arms if necessary. All forms of explosives will easily set off the S.L.A.M.L.(s), and while the device is in laser tripwire mode the explosive will detonate if disturbed. This device has the tendency to be obvious because of its bright red laser tripwire or its flashing light when in remote detonation mode. Recommended countermeasure: one round from your morita is enough to dispatch this device, though if that’s not an option literally any explosive will work. Render safe procedure is not suggested as the unstable nature of laser tripwire mode makes this option dubious at best, if the charge has been manually planted jamming wireless signals is an option if a systems technician is present. While signals are jammed, removing the primer should be performed with haste.

 

 

Claymore Mines (JI Defense Solutions) are slightly curved, rectangular explosives that can be stood on two feet or angled appropriately against a wall. When detonated, the claymore will launch an array of pellets out in a 60 degree arc from one side. These shotgun pellets can produce casualties at a range of up to one hundred meters. These devices do not have visual sensors, nor typical pressure triggers. They are commonly only detonated by a traditional tripwire or alternatively with a remote detonation trigger. These explosives cannot be safely detonated with small arms fire, however any explosive will work. When performing safe render it is best to approach the inverse side as the explosive is not intended to harm anyone standing behind it. Disarming this device is as simple as removing the blasting cap on the top of the device. Recommended countermeasure: safe render is very feasible as long as a safe approach is made outside of the mine’s arc. Otherwise, a hand grenade or plastic explosive charge will serve nicely.

 

 

War Mines (JI Defense Solutions War Mine) are heavily armored cylinder shaped explosive devices with a ground-lock mechanism designed to be impervious to traditional means of disposal and defusal. They can sync with IFF tags issued to friendly forces, allowing friendlies to pass while preventing any potential hostile from nearing. A war mine will be obvious, as it flashes and audibly beeps when an unrecognized contact wanders too close. The war mine cannot be detonated by low grade explosives, or be destroyed with small arms. Approach is not an option, as the war mine detonates by proximity. Recommended countermeasure: The only known resolution with a war mine is to destroy it with a HEAT shell from an M55.

 

 

Tripwire Grenades, Pin Pulled Spoon Ejected (PolyTraps Entities). It is unwise to attempt safe render on a grenade with its pin pulled and spoon ejected, when the pin is pulled the grenade is live, any motion will set the fuse off and the grenade will detonate. Recommended countermeasure: A frag grenade of your own, a round from a morita, or any other explosive charge will deal with this trap swiftly enough. (OOC NOTE: These traps are a complete pain to deal with. You can’t actually detonate them at all unless you physgun them, you can carefully physgun the trigger out of the way sometimes - this may lead to you blowing up however. RP shooting them or detonating them and remover tool from a safe distance as they will explode no matter what.)

 

5. Advanced Demolition School

Included in the advanced course are landmines, proximity charges, thermite charges, and other unique explosives. Usages of these kinds of explosives are considered rare, however a necessary training point considering their misuse could lead to the death of the operator.

 

M9 Pressure Trigger Landmine (JI Defense Solutions Small Landmine) - Small, anti-personnel landmine. Will maim or kill the victim or victims within five meters of the mine. To arm, simply pull the pin. Position the mine BEFORE removing the pin, gently add foliage and dirt before arming the mine.

 

 

Det cord (Dynamite tool placed in a line) - Plastic explosive substance packed into a cord. Can be tossed or launched a great distance from the lizard launcher to clear linear stretches of turf in minefields, can also be used to destroy light structures or alternatively destroy enemy ammo caches. Operation is identical to regular charges; except its a cord.

 

 

DOTON charge (/ev or heavy Gbomb thermobaric, let admins handle this)  - The detonator operated tactical oxygen nuke yields the same payload as the variant fired from the M55, however this one comes packed with its own interface and receiver for remote detonation and manual planting. Typically used in situations where launching the nuke from the M55 is not an option.

 

 

Thermite Cutting Charge (Roleplay it) - A mix of iron oxide and powdered aluminum; the mixture is a mars red chalky substance. When ignited thermite will burn at a temperature of roughly 3000 degrees celsius. Thermite can effectively melt through an engine block of a car in minutes.

 



 

 


Mechanical 


 

Spoiler

newmaraudertech_zpsdifk1xw7.pngMEC Coursenewmaraudertech_zpsdifk1xw7.png

1. Equipment and Duty Outline

A hybrid of the systems tech and munitions tech in many ways, the maintenance technician is responsible for the repair, recovery, or destruction of friendly vehicles if the need arises along with mission specific field repair work on any Federation equipment necessary. MEC troopers are essentially electromechanical engineers - they are capable of repairing mechanical devices that are controlled electronically, and in this manner regular electronics also happen to fall under their field of expertise. They are equipped with thermite charges, and equipment specific tools. Support wise, they are generally the most qualified of the Combat Engineers when it comes to ship-side repairs, although still it is not officially their job.

 

On the ship; Mechanical duties

 

-Repair and rearm the MA-96 Gargoyle

-Respond to emergency requests

 

On the field; Mechanical duties

 

-Operate and Maintain the Autonomous MULE

-Operate and Maintain the MA-96 Gargoyle

-Ensure that deployed vehicles are kept in working order.

-Oversee the recovery of damaged vehicles.

-Scuttle irrecoverable vehicles with authorization from superiors.

-Perform mission specific repair work.

 

Standard kit

 

FedStandard Impact Drill and components 4 lbs

Thermite charge 1.3 lbs

TOTAL: 5.3 lbs

 

Non-standard kit

 

Autonomous Multifunctional Utility/Logistics Equipment (AMULE)

 

2. Vehicle Overview

 

MA-103 Main Battle Tank “Minotaur” Overview
Crew Capacity
- 1 Driver/gunner
Drives and works the turret at the same time.  Requires training to multitask.

 

- 1 Assistant Gunner

Assists in providing support with a CROWS Twin 50.

 

- 1 Commander
Spots targets and communicates with Infantry

 

Armament
- 120mm A-95 ETC (Electrothermal-chemical) Smoothbore Cannon

 

- Autoloading, very high refire rate

These tank rounds can penetrate any armor found on the field, including armor found on the MA-96.  They are rocket assisted to allow for and less drop and speed loss over range, allowing for more penetration and accuracy.  They, being multipurpose, also have very high outward explosive capability as well as fantastic fragmentation. 80 shells, all stored in turret. Blowout panels ensure that those inside are safe in the case the ammo compartment is penetrated and cook off occurs.

- HEAT-MP-RA (High Explosive Anti Tank - Multi Purpose - Rocket Assisted) rounds

- Pintle Mounted Morita Mark Two
Your standard Mk2 Morita, with extra large ammo box for less time lost to reloading.

 

Mobility
- Fedwell AGT-1500C Multi-Fuel Turbine Engine

 

Allows for 60mph at max throttle and flat terrain, rather slow for a land vehicle, but has extreme climbing power.  Extremely reliable, self cleaning, very low fuel usage compared to designs of previous eras. Rather low heat and space requirement. Mounted in the rear beneath the crew compartment.

 

Armor
- Post-Space Age composites, steels, and other materials.

 

Technological advancement allows for extremely 'thick' armor for relatively little space and weight, compared to what would be needed to simulate this level of armor in past eras. Front is almost entirely impervious, sides only vulnerable to weapons similar to its own.  Rear vulnerable to only high quality (eg. Federal level) anti-tank weaponry. Turret is similarly armored. Tracks are made of durasteel with rubber grippers, allowing for supreme control and durability. The tracks are the most vulnerable part of the tank, however.
 

Weight and other stats
- 51.02 Tons (Full Ammunition Load, crew not calculated)

Due to materials used and fibre-optic wiring, the MA-96 weighs only 51 tons, rather low weight considering its extremely effective armor and armament.
 

Layout, Safety, Other

- Driver is in compartment in center of tank with cameras and sensors all around tank to allow for

360 degrees of security. Sensors are very hard to disable, as well.

- Commander seating

Located in the compartment inside of the otherwise unmanned turret. He can retreat into compartment in event the outside is too hot to handle.There is also an LRR included. Commander should be spotting targets the driver may not have seen.  He should also spray down enemy infantry if possible, and can alert the driver to distant targets via gunfire.

- Passenger compartment

In the rear, allows for medics to treat wounded on the move in a relatively safe place. Minor medical supplies are included. The passenger compartment is an infantry man's friend.

- Communications

Fibre-Optic 'wiring' is throughout tank, with multiple redundant lines.
- Automatic fire-extinguishers

Located throughout tank, non-suffocating. Also includes several handheld extinguishers of similar make.

- Entry and exit

Hatches are automatically locked when started up. Spring-assist allows for easy-exit in the event the tank has been penetrated fatally.

 

Usage

 

The front should be pointed towards the enemy.  The rear should never be pointed towards the enemy. Armored targets, targets that danger the tank, and targets that danger infantry nearby are priority targets (in that order). Non-AT enemy infantry are for the MI to deal with, not you. Walls and such can also be destroyed if necessary. The cannon on your tank WILL destroy anything 'normal' you'd fight on a battlefield, it may take multiple shots, however.

 

Aequitas Industries KN-1b “Knight”

 

Turretless variant being the KN-1a “Gecko”
Crew Capacity
- 1 Driver
Operates the driving controls and command optics.
- 1 Gunner

Operates via remote console the twin AI-Q20 Rotary Autocannon turret, seated in the right side of the front compartment.

- 14 Passengers in Rear

Seats 10 comfortably or 14 in high capacity situations.

 

Armament
-Unmanned Twin AI-Q20 Rotary Autocannon Turret

 

Two four barreled, twenty millimeter rotary autocannons allow the Knight to tear apart bug hordes, light to medium cover, lightly armored vehicles. Ineffective against higher bug forms (Royals) or heavy armored vehicles.

-FLIR and high range sensor optics

 

 

 

Mobility
- Tharkad Locomotion 10VT53, 10-Cylinder Multifuel engine

 

 

Allows for 40 mph at max throttle, flat terrain, and governed, rather slow for a land vehicle, but has extreme climbing power.  Extremely reliable, self cleaning, very low fuel usage compared to designs of previous eras. Rather low heat and space requirement. Mounted in the front beneath the driver and gunner.

- Governor

The Governor of the vehicle can be disabled and enabled at will, allowing the driver to speed out of dangerous situations, climb hills that would otherwise be unclimbable, or even jump large expanses.  With the governor off the APC can reach over 50 miles an hour extremely quickly.

- Amphibious

Travels slowly but surely on water.  Not recommended in bug infested waters.

 

Armor
- Post-Space Age composites, steels, and other materials.

 

Technological advancement allows for extremely 'thick' armor for relatively little space and weight, compared to what would be needed to simulate this level of armor in past eras. While its armor makeup is similar to the MA-96 it has effectively less armor, still making it highly resistant to small arms and light anti-tank weapons - however main guns and dedicated anti-tank weapons may penetrate on the first round.

- Electric Reactive Armor
The entire vehicle is also, essentially, a super-capacitor when active.  This means that, as long as the armor is charged, the APC is effectively invulnerable from anti-tank weaponry.  This also means that this invulnerability only lasts for one attack, until the armor is recharged again. This works by putting such a high amount of energy into the incoming projectile that it is vaporized or even turned into plasma, diffusing it uselessly across the armor.

- Cage (Optional)

Still in use since the 20th century, a cage is merely metal bars that surround the vehicle, detonating the charges of incoming HEAT projectiles.  While useless against modern AT weaponry (due to dual and triple charge ammunition), this can protect it from primitive AT weapons very effectively.

 

Weight and other stats

 

- 37.3 Tons (Full Ammunition Load, crew not calculated)
 

Layout, Safety, Other

- Driver

Seated in the front left of the vehicle and has both mechanical and virtual sensors for 180 degree view mechanically and 360 degree view via the virtual range finder.

- Gunner seating

Gunner seats in the front right of the vehicle and operates turret control and optics console as well as operates the door if necessary.

- Passenger compartment

Extensive seating arrangements or gear storage options are available, with medical equipment and door release hatch for the door seating positions.

Also has easy-access harnesses for when the ride gets rough due to terrain or when a quick getaway is required.

- Communications

Fibre-Optic 'wiring' is throughout vehicle, with multiple redundant lines.

Vehicle-Based LRR, turretless variant has large antennae to ensure signal quality.
- Automatic fire-extinguishers

Located throughout passenger and engine compartments, non-suffocating. Also includes several handheld extinguishers of similar make.

- Entry and exit

The driver and gunner seats can be accessed by hatches above their seats, or by entering through the rear of the vehicle. The passengers can load and unload from the rear ramp. Emergency blast switch will decouple the loading ramp if necessary.

 

 

Usage

 

 

Ideally the ACAV should be used in as a transport, using the twin MG-80s for threat suppression and protection while the squad unloads.

Can be dropped from the air, not recommended to do so with crew inside.

 

 

Autonomous Multifunctional Utility/Logistics Equipment

 

 

Crew Capacity
- Unmanned, operator can switch to autopilot or direct control.

- Flatbed space large enough for multiple passengers.
 

Armament
- Can be fitted with a robotic auto gun, or alternatively a twin fifty caliber.

- Optionally, can be fitted with ammo storage to complement the infantry.

 

Mobility
- E-Technologies Federal Powerplant

 

Military specifications demanded the AMULE to be a silent vehicle, as to not give away the presence of the infantry. Being electric, this engine has no issue remaining silent. It runs off of standard federal power cell, each one giving it about three hours of battery life before it needs to be resupplied. Max speed is roughly seventy five miles an hour on flat terrain.

 

 

 

Armor
- Lightweight alloy composite armor

 

 

 

A highly bullet resistant frame, capable of shrugging off small arms and fifty caliber rounds. Tires are bullet resistant and multi layered vulcanized rubber that will not go flat even if punctured. The vehicle is capable of persisting even if one or more tires are completely destroyed. Any rocket hit will likely completely disable the vehicle’s mobility.

 

Weight and other stats
- 6 tons

 

Layout, Safety, Other

- Operator

The operator must be within the operational range of the control console, which has an ideal range of around two kilometers in most scenarios. Since this vehicle is autonomous, it is also capable of ‘auto following’ the controller. This autonomous piloting system will attempt to navigate the best it can, and will automatically stop if a human is detected in its path. 360 degree sensors allow it to path fairly reliably.

- Rear flatbed

Uncovered, though individuals in a prone position should be hidden from all but those on the rear. The flatbed section can be used for storing additional supplies as well as a doubling as a mobile medical triage station.

- Communications

Emergency long range radio equipment, transmitted from your radio to the equipment onboard the AMULE, meaning you can bounce communications from your squad-net radio to the long range on board the AMULE.

- Support crane

Rear mounted support crane with fifty feet of thick metal cord, can winch, or drag vehicles of a similar size and weight. This crane is not capable of recovering the MA-96, merely dragging it or loosening it from a stuck position. The operational limit of the crane is roughly three tons, lifted vertically. Tension wise, the cord can handle feasibly anything the infantry could get it into. Emergency cord disconnect at the base of the crane.

 

Usage

 

The AMULE can store several tons of ammo, food, medical supplies, and water. The load of which it carries is mission dependent, and it also can be mounted with anti-air or anti-personnel weapons in order to defend itself and the unit it is attached to. The armor allows for a fair bit of punishment, however this is not a combat vehicle, it should be used to rescue and support armor, and infantry as necessary.

3. Safe Repair and Recovery

Vehicles and equipment are not only rare, but expensive. It should be the highest priority of a maintenance tech to recover any Federation equipment that has been immobilized in the field. There is a point of diminishing returns, however, whether or not it is worth it to commit to such an operation. Types of sustained damage is listed below, their priority will be ordered in which you should respond. If there is little time to respond, due to hostile forces or other unforeseen consequences then it may be worth it to try Emergency Protocol instead.

 

Types of damage

 

- Superficial damage

Do not Prioritize

Grazing hit, ineffectual fire, surface damage, not something to worry about on field.

- ERA defeated/Heavy damage

Medium Priority - Can be fixed in the field if new plates are supply dropped.

No internal or vital systems have been destroyed yet, however the explosive reactive armor or other plating has been destroyed, making critical or unsustainable damage likely with additional hits. Replace armor platings or repair them if possible, though do not let it interfere with the mission objective.

- Ammunition cookoff

Medium Priority - Can be fixed in the field if new ammo racks are supply dropped.

Modern tanks and powered suits almost always have blow away ammunition compartments in the case that if their highly volatile ammo storage is hit and an ammo cook off occurs no appreciable damage to the suit or vehicle will be sustained. Rearm if possible.

- Armament disabled

Medium Priority - If on campaign, or on a longer than usual mission, a possible fix can be arranged if an AMULE is present and supplies are dropped.

This type of damage is on the threshold of the limits of field repairs. Depending on the nature of the damage, it may not be possible to repair this type of damage without a dedicated repair vehicle like the AMULE and multiple complicated replacement parts.

- Optics disabled

High Priority - Sensor packages can be replaced if parts are dropped down.

Sensor equipment is very expensive and complicated, not to mention it is often one of the weaker parts of the vehicle. It is vital for navigation, though often backup mechanical sights are available in the case that these are disabled. If optics are disabled, make an effort to repair them. Replacement parts are typically stored in the AMULE or can be called in.

- Mobility kill

Very High Priority - Engine repairs likely not possible on the field unless an extended mission with supplies available.

A mobility kill involves either the engine, power supply, tracks or hydraulics on a vehicle being disabled. It is also the hardest to recover, as the vehicle cannot easily be moved to safety. AMULE cannot lift the MA-96 “Gargoyle” as it is severely underpowered for such a task.

 

Mobility kill - Tracks: You can retread the vehicle quickly if the engine is not destroyed. Use the standard power drill with the correct bolt fitting, and separate the track section closest to the damage. Use spare tracks attached to the tank to fill the gap. Once the track is finished, you can roll the tank back or forward to reconnect the track onto the guide wheels.

 

 

Full mobility kill - Engine: The engine is complicated, depending on the part or parts that are hit there might be too much work for the field.

 

-Catastrophic damage

Evacuate Equipment/Emergency Protocol

It is not worth attempting repairs on vehicles or suits that have sustained damage to multiple critical systems in the field. You are better off having them picked up at the earliest convenience by an evacuation or recovery dropship - if this is not possible, commit to emergency protocol.

 

4. Emergency Protocol

 

When it is unlikely successful recovery of a vehicle can be achieved due to catastrophic damage or a mobility kill, an authorized maintenance technician will have to perform emergency protocol. The outline is simple; rig the vehicle for total destruction. Weld up the blast plates that would normally prevent ammo cook off, open up the inner panels where ammo is loaded to cause burnout/cookoff to occur. Sabotage any and all electronics that could be found later on by the enemy. Thermite, normally, will start a large fire at such great temperatures that there is no real way to put it out. It’s also self oxidizing, meaning to an extent it will burn in a vacuum.

 

 

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Advanced Courses


 

 Wire / Hacking Technician


 

Spoiler

 

Advanced Hacking

Hacking is usually a rare sight on and off the battlefield and is generally a complicated process for the operator. However, it should be noted that many different variations of consoles exist, and the pulsing process should be repeated here once the type of door has been identified. Ensuring the operator is well aware of the hacking procedure being very circuit based and contains binary in its circuit board. Now note, it appears multiple different types of circuits exist and can be identified by inspecting the device and its use.

It should be also be noted the process to crack these codes is quite simple, although difficult for those who cannot understand the principle of Binary.

 

 

Binary Conversion

 

 

Converting a number to binary is easy, with the use of the engineers calculator application on their technicians PDA, they can convert any number to a binary sequence  for example:

Number 56 in binary = 0b111000   

Now to understand that every number has a binary sequence means you understand the basic principle of hacking a circuit, as presented below you find some examples of the binary sequence being put in use, and conversion must be applied in order to either gain access to the circuit, or disable the circuit.

 

 

Key Codes              

 

 

 

Key codes are quite simple in order to crack them, first the technician must identify the type of code presented to them, Example A, presents a standard keycode used on Federation Doors,

 

 

Keypads have standard locking mechanisms and can be associated to the door functionality in terms of pulsing, so the same procedure should be applied here when working on one, Additionally the technician must be aware that he must first disassemble the keypad in order to perform a pulse.

 

 

 

 

OOC NOTE: to disassemble the keypad to gain access to the gates, you must ensure each of the numbers are unfrozen and the plate is placed securely down, as it may cause issues for the player if left unfrozen. Such things as the keypad unable to move and the result will be no access for the engineer to the expressions.

 

 

 

 

(Above is Example A: Keypad)

 

GBdyGRz4EAgK7mqgCk_RmQ2KAAlrhx25ZYBybzkngWAbMg_mnrfZc4BqMTEOCr-71IsNOeEW7gWbC1AJLfgOtw5ONXNEA43dIJzNTx1xEk1OJVRKqNSqBpu41gSTZDqSV42YAhY

 

 

 

(Below is Example B: Keypad Dismantled)

 

 

 

ZjHP8G3eiG2Zi2ZCmdlSnx_DWOPrw16B1RYncLh9P9KI6vjt5_gy8pyQrahUNsdGtQOVP2vh8fej07vDjPJpQlVSE_SUdKmugtDVdmRd--1SczK03ydygc64RE4K9-HLCwwb52A

Once taken apart the technician will find the circuitry involved into the keypad, it is usually connected via wiring and incacse of damages can be repaired by the operator, now once inspected you must follow the wiring of the keypad and locate the main value for the circuit once located it is very simple to use your knowledge and binary adapter to find the values Version in binary and then proceed to enter the code.

 

In this instance the code is presented in this fashion, You need to find the gate, or the string value, once you have found it, it is quite simple and then you enter the code.

 

.

  • For Example C the code for the keypad is simply “12334”

 

(Below is Example 😄 Keypad code)


Hh51XCZ4t-0q1zHdITuhFV1dI09oMrMsxWSs044LR8pBMFy38gb-gSDwZr2QHfSPTGrkr_d_0O_Jr9u4S2bKomBJUfmbRKDHN6GoMngOJCEsIznl_cn-y7ZwZyRRajGTQ89Vq1U

 

 

 

 

 


Advanced Armored Tactics


 

Spoiler

MA-103 Main Battle Tank “Minotaur” Overview


Crew Capacity
    - 1 Driver/gunner
        Drives and works the turret at the same time.  Requires training to multitask. 
    - 1 Commander
        Spots targets and has a machinegun from which to suppress with
    - 2 Passengers in Rear
Large enough compartment to suit medical treatment. 

 

Armament

 

- 120mm A-95 ETC (Electrothermal-chemical) Smoothbore Cannon

- Autoloading, very high refire rate


These tank rounds can penetrate any armor found on the field, including armor found on the MA-96.  They are rocket assisted to allow for and less drop and speed loss over range, allowing for more penetration and accuracy.  They, being multipurpose, also have very high outward explosive capability as well as fantastic fragmentation. 80 shells, all stored in turret. Blowout panels ensure that those inside are safe in the case the ammo compartment is penetrated and cook off occurs. 
- HEAT-MP-RA (High Explosive Anti Tank - Multi Purpose - Rocket Assisted) rounds

 

- Pintle Mounted Morita Mark Two
Your standard Mk2 Morita, with extra large ammo box for less time lost to reloading.

 

Mobility
 

- Fedwell AGT-1500C Multi-Fuel Turbine Engine    
Allows for 60mph at max throttle and flat terrain, rather slow for a land vehicle, but has extreme climbing power.  Extremely reliable, self cleaning, very low fuel usage compared to designs of previous eras.  Rather low heat and space requirement. Mounted in the rear beneath the crew compartment.

Armor

 

- Post-Space Age composites, steels, and other materials. 
Technological advancement allows for extremely 'thick' armor for relatively little space and weight, compared to what would be needed to simulate this level of armor in past eras. Front is almost entirely impervious, sides only vulnerable to weapons similar to its own.  Rear vulnerable to only high quality (eg. Federal level) anti-tank weaponry. Turret is similarly armored. Tracks are made of durasteel with rubber grippers, allowing for supreme control and durability. The tracks are the most vulnerable part of the tank, however.


Weight and other stats
- 51.02 Tons (Full Ammunition Load, crew not calculated)
Due to materials used and fibre-optic wiring, the MA-96 weighs only 51 tons, rather low weight considering its extremely effective armor and armament.


Layout, Safety, Other
- Driver is in compartment in center of tank with cameras and sensors all around tank to allow for 
360 degrees of security. Sensors are very hard to disable, as well. 
- Commander seating
Located in the compartment inside of the otherwise unmanned turret. He can retreat into compartment in event the outside is too hot to handle.There is also an LRR included. Commander should be spotting targets the driver may not have seen.  He should also spray down enemy infantry if possible, and can alert the driver to distant targets via gunfire.
- Passenger compartment 
In the rear, allows for medics to treat wounded on the move in a relatively safe place. Minor medical supplies are included. The passenger compartment is an infantry man's friend.

 

- Communications
Fibre-Optic 'wiring' is throughout tank, with multiple redundant lines.
- Automatic fire-extinguishers
Located throughout tank, non-suffocating. Also includes several handheld extinguishers of similar make.

 

- Entry and exit
Hatches are automatically locked when started up. Spring-assist allows for easy-exit in the event the tank has been penetrated fatally.

Usage

 

The front should be pointed towards the enemy.  The rear should never be pointed towards the enemy. Armored targets, targets that danger the tank, and targets that danger infantry nearby are priority targets (in that order). Non-AT enemy infantry are for the MI to deal with, not you. Walls and such can also be destroyed if necessary. The cannon on your tank WILL destroy anything 'normal' you'd fight on a battlefield, it may take multiple shots, however. 

 

RP Guide:

Guide
It should be noted that when it comes to RP Situations with the tank, it is simple, ensuring that we should /report at RP opportunities as you need to remember speed and quality, so its your duty to ensure you break it down in your /report.

Ammo
Remember when it comes to ammo types, we need to remember the effect of the round onto the area you fire at.

 

API - Armor Piercing Incendiary rounds are used to break through armour and go straight through armour, it's designed to ignite the interior of the tank and decimate the crew, Think of a needle thats injected into a tank and injects fire inside of it. 

 

APHE - Armor Piercing High Explosive rounds are the same principle as a HEAT round, designed to punch a hole and send force in a direction, its basically a sucker punch to a tank.

 

HEI - High Explosive Impact rounds are just an unshaped charge put into a shell, firing this will cause a massive explosion magnified with the rail conductors in the tank will result in the area of explosion being bigger.

 

 

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