Neo RMC equipment

From Kupopowiki
Jump to: navigation, search

Republic Marine Corps The main ground forces of the Republic of Tasnica are the Republic Marine Corps. Though they are supplemented by the National Militia and (occassionally) corporate forces, the RMC is main striking arm of the Tasnican government. The Marines are all battlesuit infantry. Rather than using APCs, the RMC relies on particularly agile dropships for mobility. This makes them well-suited towards rapid deployment. Marines generally drop in virtually on top of their target, pour out of their dropships, and attack it. They then secure the target, or get picked up to go to their next landing zone. Marine tactics are rarely subtle, but assaulting a target in tandem from multiple sides often overwhelms enemies. Most model numbers are labeled by year. The last major equipment upgrades were ten to five years ago. Some equipment has only just been introduced and are not labeled at all. Tasnica is suffering a manpower, and the RMC helps compensate by making extensive use of robots and drones.

Personal Arms N2-132 Heavy Pistol The standard sidearm. Large clip, semi-automatic and burst fire. Shiny.

PGL-140 Thunderstorm Pistol This large pistol fire fin-stabilized, rocket-propelled microgrenades. Much larger than most sidearms, about the size of an SMG. Massive stopping power, but tends to rip the arms off of the person who fires it (unless they’re cybered or battlesuited). Also has a small clip size.

N6-131 Kursdorff Light Machine Gun Although LMGs are generally considered fire support in most armies, they are the standard issue weapon of the Republic Marine Corps. Its too big and its recoil too great for anyone without a battlesuit to handle. It fires exploding armor piercing rounds at a very fast rate. The Kursdorff’s high rate of fire is key to eliminating opposing infantry quickly in a decisive strike.

N8-132 Minigun This multi-barreled weapon achieves a rate of fire rivaled by few other weapons in the Web. Usually this kind of weapon would be restricted to a vehicle mount, but the miracle of gyrostabilizations lets a Marine brace one on his chest pivot. Usually at least one person per squad has this, to make sure infantry are dead.

L-140 Hyena Personal Continuous Lucent Beam Mounted as a backpack on the battlesuit, the Hyena is a continuous beam of lucent energy. It can sustain a coherent beam for nearly ten seconds before requiring cooldown. It lacks the power to seriously hurt a vehicle, but its earned the nickname “the infantry mower”. One per platoon has this, to make sure infantry are REALLY dead.

N12-140 Assault Shotgun Nicknamed the “Manly Shotgun”. Like many weapons favored by the RMC, it is really only usuable by someone with a battlesuit. Although the gun as as long as a standard shotgun, the bore is much larger. Although almost the size of a small vehicle cannon, its utility is limited by its small ammunition load. Generally carried by Marines as an anti-vehicle weapon. An entire platoon of Marines firing these is often enough to tear apart a tank or mecha.

G1 Lightlord Xaser Sniper Rifle This weapon creates a tightly focused beam of x-rays. Extremely accurate and very long range. Capable of piercing many vehicles and mecha, but generally doesn’t do enough damage to destroy them. Crack shots can kill only the pilot. Hampered by its slow rate of fire and bulky cooling apparatus.


Battlesuit and Mods Phalanx 140 Battlesuit The heart of the Republic Marine Corps. Almost all combat soldiers are equipped with this suit of powered combat armor. The Phalanx covers the entire body and protects against most small arms fire and collateral damage from explosions and fragmentation grenades. Thermal superconduction technology reduces the suits vulnerability to energy-type weapons. The visor of the suit gives a crosshairs for the Marine’s weapon and relays other tactical data. The suit has a full communications suite, enabling the Marine to coordinate his actions with others in the vicinity. Enhanced strength and built-in recoil compensation allow Marines to fire heavy weapons. A day of food and other survival gear, including a vacuum tent, are stored in the suit’s compartments. Built-in automedics administer first aid if the Marine is wounded.The Phalanx is fully sealed and has an oxygen recycler, so it is fully capable of operating in a vacuum. (Underwater, the Marine would be fine but the suit would sink.) Marines can even go to the bathroom while in their suits. The focus of the Phalanx is not built-in armament but all-around capability and flexibility; nontheless, two small Burst lasers in the wrists provide some offensive power if a Marine loses his gun. Regiments of Marines bearing down on their enemies in these suits have become the standard image of a Tasnican ground campaign. The Phalanx’s abilities can be expanded with add-on backpacks.

EarPlus Communications Suite Boosts the Phalanx’s built in system. Usually two to three per platoon, for redundancy. Allows the system to reach ships in orbit of a planet.

HelpMate Automedic A few hapless souls are designated Medics. The HelpMate has lots of medical supplies and an expert system capable of performing surgery. When activated, the HelpMate actually takes control of the battlesuit to guide the Marine through the process. Modern nanotechnology and magitek are used to help heal the wounded. Most Marines would rather have a real doctor.

Coolant System Needed for the operation of the Xaser. Otherwise, just good for keeping beer cold.

Space Maneuver Pack Used to help move around in space. Does not have enough power to lift a Marine in a typical gravitational field, or even very fast in space. Used to keep to keep Marines in a space assault from flying off into nowhere.

Ammo Pack What are guns without ammunition?

Schwergrenadier (Enough with this shit--GUNS!) The Schwergrenadier outfites a Phalanx with two GA Grenadier-style flamethrowers. They burn stuff. A lot. Used for close-range fighting.

Morty The Morty gives a backpack with about sixteen shots (usually high explosive rounds) and runs a 180 mm mortar down the right arm of the battlesuit. This mortar runs the length of the suit, and fixes the arm rigid. One guy per platoon gets this duty, and he is generally mocked because his arm gets cramped. Nonetheless, providing fire support, especially over hills and other obstacles, is critical to an effective Marine assault. The only real way for Tasnican ground forces to bombard a target at long range without air support. Sometimes, whole divisions of Marines will be equipped with Morties to provide bombardment support.

Rocko The Rocko mounts shoulder missile launchers; each shoulder has 5 in a dice pattern, for a total of ten missiles. The missiles are short-range and laser guided, and are usually used against hardened targets. Generally the most common pack.

Vehicles Zephyr-Class Dropship It gets the Marines where they are going. Fast, nimble, and optimized for combat drops. The Zephyr has two blaze turrets for discouraging fire. Although a spacecraft, it operates under the authority of the RMC rather than the RAF. The most common ship in the Tasnican arsenal. The entire Republic Marine Corps could be moved at once by these ships. Key to strategic and operational mobility.

RT-140 Series Robot Based on an original design from Guardia, the RT-series has gone through several revisions and software upgrades. The modern design is more anthromorphic, though still obviously robotic. It is still flexible and versatile. The RMC has been producing a combat varient with built-in grenade launchers and SMGs. These robots help compensate for the manpower shortage. About one in ten Marines is an RT-Series. Fully-sentient, generally friendly, and utterly loyal.

Fido Armoured Assault Robot A 4-legged mecha the size of a tank. With no crew, it can be have heavier armament and armor than a comparable vehicle of its size. It has two automatic grenade launchers, a rotary mecha shotgun, and several pillbox machine guns. Generally used to suppress heavy resistance in a city, although the rotary shotgun is also punishing against enemy mecha. The Fido is not sentient, just a very smart combat expert system receiving orders from a qualified officer on the scene.

Germlin Sabateur Robot They’re dinky spider things. They’re programmed to find enemy vehicles, enter their inner workings, and cause mechanical failures. Deployed as swarms, they’re hard to stop. They aren’t decisive, but they are a major nuisance.

Scourge Close Air Support Drone A small flying drone with a powerful vectore-thrust engine. Each squad receives one Scourge as air fire support. Like the Fido, the Scourge is not sentient, just an expert system. Equipped with a machine gun and laser-guided missiles. Flight ceiling of about a hundred meters, but more in ligheter gravity. The primary weapon for dealing with tanks and other armored vehicles.

Shrike Aerial Superiority Drone The RMC’s dropships are vulnerable without aerospace superiority. Feeling that the RAF has not done enough for the air part of Aerospace, the RMC has begun fielding the Shrike. Its a swept wing with a fuselage, gravitic engine and three Blaze guns. Small, fast, and hard to target. Usually launched from the air of dropships; no special modification is needed. They form a tactical network to keep the skies clear of enemies and the Marines on the ground safe. Each Shrike is designated its zone to protect; at the sign of an enemy incursion, the Shrikes swarm the intruders. A cheap, expendable drone, the Shrike will engage in suicide tactics if necessary.