Squad Descriptions

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Marine Squads


Introduction

Marine Squads are designed for specific functions, this to allow a MCO the widest range of tactical and strategic choices. A Squad is a usually 12 man unit, that can be broken up into 2 or 3 Fire teams. There is a Squad NCO- usually Enlisted Ranks 6-7.. Sergeants or Gunnery Sergeants, or a Petty Officer or Chief Petty Officer if they lead one of the cross branch squads.

The most common squad type is Infantry/Rifleman, followed in numbers by I/F/S, Recon, HA, then some of the more specialized units. Some of the units below are relatively new, or currently in discussion stages.

This section will be updated as more information becomes available.


Infantry- Rifle Squad

Infantry/Rifle Squads - With a mix of riflemen and grenadiers, an Infantry squad is surprisingly powerful. They are grunts, and proud of it. Versatile, they can fill many roles, but work best in straightforward firefights.


Infantry Squads are usually made up of
Squad Leadership-1 Sergeant ( Ranks E-6 or E-8)
1 Corporal (E5)
8 Riflemen (Ranks E-1 through E-5)
1 Rifleman/Grenadier (Ranks E1-E5)
1 Support Phaserman (Rank E2-E5)

Notes: Generally speaking, 1 or 2 of the Riflemen are will carry a back up power back for the Support Phaser, and be trained to either support or operate the Support Phaser.


Infantry- Forward Assault/Support

Infantry/Forward Assault/Support - Essentially Infantry, rather then a Support Phaserman, they have a two-man mortar team, carrying the mortar components, with more speed then a Heavy Assault squad, right up to were ever infantry calls them in, with the flexible response allowed by a large number of riflemen.
It is also common for one of the Riflemen to be equipped with an Angel MkII instead of standard III-C Marine Rifle.


IFS squads are normally composed of:


Squad Leadership-1 Sergeant ( Ranks E-6 or E-8)
1 Corporal (E5)
6 Riflemen (Ranks E-1 through E-5)
2 Rifleman/Grenadiers (Ranks E1-E5)
2 Riflemen/Mortar operators(Rank E2-E5)

Notes: The IFS squad, besides often having one Angel MkII operator, often has a Corpsman assigned to them, as the have the fire power to cover a Corpsman operating in the field.


Reconnaissance

A Reconnaissance (Recon) squad's duties are toto scout out enemy positions, clear the way of traps and obstacles for approaching infantry. When the main Infantry is in position, they fall back, and act as support and reserve.
All Recon units have an Forward Observer/Sapper, who both calls back info for Assault units, Air Support or other heavy weaponry resources, Ordinance Disposal, and low level demolition. All members of the units have at least some of these skills, but the FO/Sapper has the best equipment and most training for the job. Recon teams, since they tend to travel light and are very skilled infiltrators also have a Sniper/Spotter team. The Sniper and Spotter can either be work with or independently of the rest of the Recon Squad.


Recon Squads are composed of:



-1 Sergeant ( Ranks E-6 or E-8)
1 Corporal (E5)
5 Riflemen (Ranks E-1 through E-5)
2 FO/Sappers (Ranks E3-E6)
1 Sniper(Ranks E3-E6) and 1 Spotter (RanksE2-E6)
1 Communications Specialist(Ranks E2-E6)

Notes: The Communications specialist may or may be Signal Corps ( meaning they could be a Marine, or a specially trained Science or Ops. technician). Recon prefer the Field BDU whenever possible, and generally strip down their armor to the least bulky configuration possible.


Some Recon squads specialize in specific environments over others. For example, the Bilge Rats, a Squad working with the Devil Dogs Company, specialize in Tunnel/Ship Operations- able to worm their way through a tunnel or the maze of ships conduits and Jefferies tubes, they specialize in technological countermeasures and knowing enemy ships' layouts almost as well or even better than their own engineers.
Another example is the Rocky Mountain Highlanders, operating off of SB968. Specializing in Forestry and Mountaineering, they excel in natural environments. While capable of working outside their main environment, they do focus in a specific area.
This is one reason why Demi-Companies and Companies will often have 2-3 Recon Platoons, to ensure a diverse Recon skill base.


Heavy Assault

Heavy Assault- One of the reasons there was no need to develop a major field artillery presence in the SFMC was the massive firepower carried by the Heavy Assault Units. Besides two Support Phasermen, they have a Phaser Cannonneer with one Rifleman/Tender, carrying a second power pack for the cannoneer. Able to take out most vehicular threats, put up a reasonable defense against air attack, and able to out fire a far larger number of enemies than even other Marine units, they are one of the main reason why Starfleet is able to maintain an extremely effective ground force with such low numbers.
Paired with hoversleds or Mobile Weapons Platforms for mobility, HA is, simply put, the most deadly single unit in the Marine Corps.

However, the necessary training, Physical strength, and endurance, and logistical needs limit the number of these units in service at any time. There will only be one HA squad per Demi-Company, occaisonally two per full company.


HA Squads are composed of:-1 Sergeant ( Ranks E-6 or E-9)
1 Corporal or Sergeant (E5-E7)
3 Riflemen (Ranks E-1 through E-5)
1 Rifleman/Grenadier (Ranks E1-E5)
2 Support Phaserman (Ranks E2-E5)

2 Riflemen/Mortar operators(Ranks E2-E5)
1 Phaser Cannonner(Rank E2-E6)
1 Rifleman/Tender (Rank E1-E5)
Notes: For some HA squads, the Mortarmen are replace by one Angel MkII operator and another Rifleman, or 1 of the Support Phasermen is replaced by Angel MkII operator.


Cross Branch Squads

The SFMC does not have redundant bodies for talents that lie outside of its primary focus: multi-environmental infantry operations and supremacy. For example, there is no Marine Corps Fighter Command, Marine Corps Medic Division, or the like. The SFMC follows the larger Starfleet model of combining the talent from all it's branches to best effect. The SFMC takes said talent and trains them along with Marine elements or to operate at the head of a Marine squad trained to assist them or protect them in their tasks.

These personnel, depending on their role, are Enlisted personnel or Non-Commissioned officers. Though skilled, their training does not match that of a fully dedicated officer of their branch, a trade off for the time dedicated to training with the Marines Contingent. While on base or ship and not in training with the Marine Contingent, they support the staff of their branch at the Department Head's discretion. Also, said Department Head can take lead of their branches operations in the Marine Contingent, under the MCO at their discretion.

Finally, the training and commitment necessary to maintain cross squad certification almost always precludes a Department Head or Assistant from becoming fully qualified unless they stand down. However, regular cross and Physical training with the SFMC can be arranged at the agreement of the Department Head, MCO and CO of the ship or station.

Some squads are not technically cross branch or department, but closely integrate with other branches/departments on ship or bases. They are included below as well.


Combat/Field Engineers

A Combat/Field Engineer's duty is to solve battlefield and field technical problems, to 'defend what they mend'. They are also the 'special forces' of the Marine Corps, receiving the highest degree of counter-terror and sniper training.

These are people that have elected to endure rigorous cross training - both transferring from Starfleet Engineering and receiving full Starfleet Marine training or full marines that pass full equivalency courses in Engineering. Quite often, the squads are arranged 1-3 per division of Marines, and take a unit emblem to differentiate themselves from other CE units. Basic Requirements for a first level Combat Engineer is full certification as an Engineer, Meeting or exceeding basic Marine fitness tests, Explosive Ordinance Disposal (EOD)

Through use of Modular Construction Materials, a variety of demolition tools, force fields, assorted technologies, and some of the quickest thinking in Star Fleet, CEs overcome battlefield obstacles and difficulties, and maintain as optimal as possible battlefield conditions for Marines. They also handle many higher level demolitions and ordinance disposal duties.

The CE's construct and operate "jump-points": field transport units to ensure speedy movement of troops and personnel. While usually called the Eggheads by the troops, it is the CEs efforts as much as any advance in uniform materials that have all but eliminated trench and field condition related illness among the troops. It is traditionally a squad of CE's with support that clear a fire area before a divisions landing, in time of war.

On ship and station runs, they assist the Marines in taking out self-destruct mechanisms, force fields, or other boarding hazards. They are also highly trained in the boarding and destruction of Starfleet installations, to prevent material and technological theft or loss to an enemy. Certain members of a CE squad might also have training in Counter-Terrorism, and assist when needed to avert such threats as bombs or other technological terror that could bring loss of life or property to Starfleet and the United Federation of Planets.

Rank: CCE (Chief Combat Engineer) and CXE (Executive Combat Engineer) range from Lt Colonel to 2nd Lt.  Assistant CEs range from E1-E3, with full CEE crewman ranking as high as Master Petty Officer.

Command of a CE squad rests in the hands of an officer not less then 2nd Lt or Ensign (sg). Depending on the CE's first duty before transferring to a Marine CE Squad.


Specific Technologies:

Besides an array of explosives, mining, and computer cracking equipment, CEs use a variety of systems in their work. Some mentioned above. Training between senior CE's is differentiated to meet a number of different needs and requirements, so the technology used varies from squad to squad.

Modular Construction Materials- these easily replicated materials can range from shacks to medium scale fortifications, are used to quickly create hosing and cover in the field or in relief situations.

Jump Point- A Jump Point is self powered mobile transport pad, able to provide a guaranteed lock on point and transport into otherwise protected and/or hazardous areas. Statistics are to follow.

Explosives: A number of different explosives, in a number of different forms are carried by members of a CE squad at need. Such materials are contained in a high security lockup, only accessible by the CCE or XCE. All members of the squad are required to train to handle and disable explosives.

Marine Weaponry/Equipment: All CE's are, by definition, Marines. Each is required to be fully certified to use ALL Marine equipment. BDU and Marine weaponry standards are upheld, and CE's go fully armed into every situation, unless deemed otherwise by the MCO or CCE. Oftentimes, a CE will also carry sniper equipment.


Corpsmen

Corpsmen are Medical trained to handle battlefield medical needs. They are not as broadly skilled as a Medical Branch, and at all times will defer to a Medical Officer. While there are not squads of Corpsman, there information is listed here since they fit into the 'cross-branch' concept.

Supplementing roles filled by traditional Medtechs, Corpsmen stabilize the wounded on site till they can be moved out, handle triage, transport of wounded to the better facilities of Starfleet Medical, emergency procedures for those so wounded they can't wait, and emergency preservation procedures.

Another important Corpsmen activity is the rapid recovery of troops, getting those with light wounds back into action in a matter of hours, in some cases to a mater minutes. It is this activity which causes the greatest stress related disorders among them, and is one of the reasons why they sometimes are held in disdain by some in Starfleet Medical, but respected by the Marines. (As a DI's once said "Every time an Corpsmen gets you back on your feet, it means one less Marine will die because you weren't on the line.")

Ranks: Corpsmen in the field range anywhere from E2-E5, Crewman 2nd Class to Petty Officer 2nd' Class.

Numbers: Generally, you have two to three Corpsmen per platoon, with one or two Marines per squad committed to regular first aid training.

Special Technologies- Corpsmen, if they carry a weapon, carry a Type II standard or Marine Sidearm, but rarely carry anything heavier. They carry expanded Medkits, as well as collapsible anti-grav floats used for stretcher cases.


Marine Guard

One of the SFMC's strength's is the spirit of its troops. Sadly, that spirit can also be a discipline problem. Marines rarely back down from a challenge, be it on the battlefield, or the local dive. So extra steps were taken to ensure breaches of discipline could be quickly and easily dealt with.

The Marine Guard are not like cross squads, in that they are entirely composed of Marines. However, they have a distinctive relationship with TAC/SC, and so fall into this category. They have two main functions. One is to maintain security at the Base or Ships'
Marine facilities- such as the Marine Armory and Holodeck.

The second duty is to maintain order among the Marines, executing in-house discipline and rounding up strays. They are deputized by TAC/SC with arrest powers for *only* these purposes, and immediately surrender any prisoners to TAC/SC for holding and processing.

The Marine Guard may be called up by TAC/SC, with the MCO's agreement,
to act as reserves or assist with public unrest. They tend to be very unpopular with their fellow Marines.


MG Squads are composed along similar lines as Riflemen infantry, save that they usually carry only II-D Marine Sidearms, and Stun Stick.. batons that can be used as straightforward bludgeons or emit a stun pulse on contact. They almost always wear Field BDU's, as they can expect punishment 24 hours, 7 days a week.


Marine Armory Staff

The Armoror or Master at Arms and their staff maintain the Marine Armory and all the Marine Contingent's weapons and armor, in a separate armory. Secured fabricators are needed to repair and manufacture the BDU's, and the separate armory avoids bottleneck of both Tactical and Marine troops trying to ready at the same point.

The Armoror keeps both the Unit Clerk and the Ops staff informed of readiness and as needed Engineering and Ops staff can assist or requisition Marine Armory resources with the agreement of the MCO. The Master Armorer will be at least a Corporal ( Rank E5), and their staff varies .


Signal Corps

The Signal Corps is composed of squads lead primarily by Science personnel, though OPS personnel can become Signal Corpsmen. They maintain signal and data security and integrity, attempts to crack the enemies data streams, and maintains mail and entertainment streams to the troops in prolonged action. They also provide rapid battlefield analysis of new threats, energies, or situations.

Many individuals have the hearts of Marines, if not the Physical capacity to serve in direct combat. In the Signal Corps, members of such races like the Binar, shine. Any one attempting to take Physical advantage over an SC will face spectacularly harsh retaliation.

Some Signal Corps squads are heavily trained in covert placement and operations of monitoring/communications equipment. On more than one occasion, Signal Corps squads have been infiltrated into pre-First Contact worlds for long term observation, or joined in SFI or TAC/SC covert operations.


Signal Corps squads are composed of 1 Squad Head ( E4-E6, either an Science, OPS, or SFI either under cover or not, so they are Fleet Ranks.. Petty Officers and such.)
2-3 Assistants (E1-E5, fleet ranks)
8-9 Marines of assorted MOS's (Rifleman, FO/Sapper,etc) depending if the Signal Corps squad is a Field Communications or Covert Communications Unit.

Special Technology- Signal Corpsmen generally use specially fitted BDU armor.. with enhanced, integral communications gear to cut down on their target silhouette. They have a wide array of other more specialized comm and computer gear, with Covert Units specializing in discrete communications and gear.


Specific Technologies:
An assortment of specialize scanner and communication technologies, sometimes incorporated into their BDU systems.


Technical/Vehicular Pool

Like members of the other branches, Marines can be formidable Support and Shuttle Craft pilots and skilled technician's- if they decide to train in those areas.

However the majority of Vehicle Operators and a Marine Contingent Technical Pool are Fighter Command, CONN/FC, and OPS personnel assigned to the contingent. The details varying from ship to ship and base to base.

Depending on the mission needs, it is neither uncommon nor unwelcome for senior CONN or Fighter Command personnel to step in and pilot or to see to specific technical needs.

Generally speaking, Craft Pilots or Technical Crew Chiefs will be of E6 or higher (Sergeant or Petty Officer or Technician 1st Class).

Specific Technologies:

tech appropriate to their specific duty.


NRPG- Each ship has different needs, so when it comes to Vehicle Piloting or Technical support, be loose. An A/ACONN PC, for example, could certainly supplement their posting when the CONN is on duty by either training or flying with the Marine Contingent.


Unit Clerical

The Marine Unit Clerk staff is composed of a dedicated Unit Clerk, and a support staff. Ideally one Clerk for each Marine Officer. They attend
to the organizational and logistical needs of the unit.

While Unit Clerks are Marines, they are in regular contact with the station of ships OPS staff. In some situations, it would be suitable for an OPS liaison to fill the Unit Clerk role if no Clerk is available.