USS LAFAYETTE MARINE/TACTICAL DATABASE

These files and links are provided to assist the crew of the LaFayette with obtaining information which they may find useful in their on-going mission. LaFayette marine forces organization and equipment designed by Ron Noltemeyer playing as Dyral Lanor.

The LaFayette is home to LaFayette Company, 17/th Bravo Fleet Marine Force. The "Marquis' Own" are a heavy company of six platoons, totaling about 150 troopers. Their organization is designed to be flexible, to better match the varied missions to which the LaFayette can be assigned. It should be noted that fighter pilots belonging to the Marine Forces are not considered part of the LaFayette Company TOE (Table of Organization & Equipment). Marine pilots are organized under the BattleGroup Alpha Fighter Wing.

Table of Organization

Unit Specialty   Platoon Leader
     
Command Detachment -- The Command Detachment consists of the LaFayette Company's commanding officer, NCOIC, and support staff. The company's XO is also the Force Recon Platoon Leader.   CO: Major Tremor; NCOIC: 1 Sgt. Available.
     
First Platoon -- Forcable boarding. As experts in deck-to-deck fighting required to secure and enemy vessel, these Marines also assist the LaFayette's security personnel in repelling borders.   CO: Lieutenant Available; NCOIC: Sgt. Available.
     
Second Platoon -- Jungle Warfare. Experts in light to medium fighting in forested environments.   CO: Lieutenant Available; NCOIC: Sgt. Available.
     
Third Platoon -- Urban pacification. Experts in light to medium fighting in urban environments; not to be confused with "policing."   CO: Lieutenant Available; NCOIC: Sgt. Available.
     
Fourth Platoon -- Desert warfare. Experts in medium to heavy fighting in harsh environments. Heavy weapons platoon.   CO: Lieutenant Available; NCOIC: Sgt. Available.
     
Force Recon Detachment -- Special operations. Including, but not limited to, orbital drops, covert actions, and under-cover operations.   CO: Captain Snyterr; NCOIC: Sgt. Available.
     
Military Police Detachment -- Miliatary police operations; ie: guarding of POWs, VIP protection, criminal investigation under martial law.   CO: Captain Available; NCOIC: Sgt. Available.

All marines receive a high degree of cross-training; depending on mission requirements, squads from one or more platoons may form a detachment so that the necessary skill levels for the mission are met.

Squad Organization

Alpha   Bravo   Charlie   Delta
       
Alpha squad is the normal recon unit. They are lightly armed and concentrate on mobility rather than firepower. They are considered a light weapons unit.  Their armor has been modified for stealth and silence at the cost of some protection and they have beentrained to use paragliders and most forms of ground transportation. Bravo squad is mostly a standard type. They are used mostly as standard infantry and have a good general mix of weaponry. Charlie squad is used for fire support missions. These are heavy weapons against anti aircraft and long range hard points. These weapons normally have to be assembled and include Gattling Arrays, mortars, and missile launchers. These are normally used at the defensive base. Delta squad is a heavy portable weapons unit, These guys usually supply anti armor protection and extra punch to the marine units. This unit carries firepower that is mobile.

Weapons and Equipment

Personal weapons -- Each marine of LaFayette Company is allowed to carry one weapon of his choice provided it does not violate the regulations of TF 17, Bravo Fleet, or the laws of the Federation.  These weapons range from simple knives to Klingon Disrupters and no accurate description can be given of each.

Issued gear -- Each marine of LaFayette Company detachment is issued one primary weapon with dual capability and one secondary weapon.  A suit of powered armor is also provided to increase the marines abilities and to allow for a maximum number of terrain types the units may operate in.

Rifles:

Mark VII Phasor rifle -- A standard issue starfleet phaser rifle which has been modified by the engineering personnel of the LaFayette.  It has the same increased efficiency and power output. This has perhaps doubled their effectiveness on the battlefield.
Gustaph Needler --  A traditional needle gun powered by a standard battery pack carried in the stock of the weapon.  The weapon fires 10 to 100 needles per pull of the trigger and uses a block of ballistic material capable of shedding up to 10,000 needles.  These needles are fired at incredibly high velocity at their target and provide a medium amount of piercing damage.  Coating the needles with anything more than sleep agents is banned by federation law and any marine caught with needles coated with toxins of any kind is automatically given 5 days in the brig.
Gyro-jet Launcher -- This weapon comes in the standard rifle version and as an under attachment to most of the other rifles.  It holds either a clip of 20 or a tube of 5 rocket propelled  programmable grenades that can receive their target coordinates from any standard tricorder input.  These grenades have a range up to one mile of straight line flight and an explosive capacity enough to damage armored vehicles.

Combat shotgun -- A modern version of the 20th century Atchison assault shotgun.  This weapon carries a drum of 300 shells and fires them in single shot, burst, or fully automatic modes.  Damage done to the target depends upon the type of shell fired.  Shells range from the traditional 00 buck which does tremendous damage to unarmored targets to armor piercing exploding slugs which can devastate an armored vehicle on full auto.
Leech Rifle -- This is an extremely experimental weapon which makes use of transporter technology. Using a targeting laser it disassembles the target like standard transporter tech. However, instead of reassembling the target the rifle disbands the target as atoms across a large area. Since there is no need for safety mechanisms for the target, the rifle fires rapidly and can destroy about 5 to 50 square feet of area depending upon the density of the material. The weapon makes an excellent "door maker" and depending upon shielding can be set to bypass the targets armor and destroy internal components or organs as well.

Sonic Rifle -- This weapon fires a concentrated burst of sound at a target which
litterally shakes the target apart. When combined with the sensors in the helmet the correct frequency can be found to do tremendous damage to structures as well as individuals. The weapon also has the ability to be used in a stunning capacity on lower settings.

Sniper Rifle: This style of weapon is an ancient form of killing that is still effective even today. With transporter and sensor technology developed to its current efficiency the sniper is a truly terrible opponent. His long range high powered weapons have been supplemented with long range scanners and a small transporter designed to deliver his beam or bullet directly to the target through walls, buildings, and even other people.

Pistols:
Klingon Disrupter: Standard. New technology upgrades have made this pistol a favorite among those who want to know they have killed their target.

Hand phaser: Standard Starfleet issue.

Needle gun: A scaled down version of the needle rifle.

Slug thrower: based of the 20th century machine pistol this device throws a large quantity of high velocity metal slugs at its target. Ammunition comes in anti-personnel or anti-armor varieties.

Heavy Weapons:
Mobile Phaser Cannon: Standard.

Missile Launcher: 2 man portable missile rack which fires 15 guided
missile with about 1/2 the power of a photon torpedo. Just the thing
for those pesky fighters and destroyers.

Mortar: a 2 man long range gun that fires guided or unguided munitions
at targets. Depending upon the type of ammunition chosen targets can be
hit from as close as 50 yards to as far as the other side of the planet.
Although this item requires a spotter for anything out of "line of
sight" of the shooters, it does fire laser guided munitions so accuracy is
surprisingly high.

Satchel charge: This simplistic device is literally a timed bomb. Pull the pin and throw it at your target. Then run. It delivers an incredible amount of damage and comes in varying sizes to handle all kinds of jobs.

Shaped charge: Similar to the satchel charge this device is a small remotely
controlled explosive designed for destroying buildings, bridges, starports, and
anything else the enemy shouldn't be allowed to keep.

Mines: This ancient device comes in both laser and explosive versions. With plasma and leech types being developed. Ranging in size from antipersonnel to antiship this device senses the target and fires or explodes in an attempt to destroy it. Used
mainly as a defense or harassment weapon the mine is very effective when used in large quantities.

Armor:
The armor of the LaFayette Company began its life as a piece of construction equipment designed to give workers a tool for carrying heavy objects in high gravity. Several modifications latter it is a highly effective tool of destruction for the marines of the LaFayette.

Standing at around 10 feet the armor will hold nearly all known species of marine with only slight modifications for comfort. The incredible weight of the armor makes it a poor vehicle for crossing swamps or bogs although some stubborn marines have been known to walk across the bottoms of such terrain to achieve their objectives.

Still supporting the standard strength and reflex enhancers of the original construction equipment as well as the vac suit and radiation shielding that allowed the workers to opperate on all types of planets, the armor has been enhanced with ablative armor plating and a web of conductive wires that drain most energy hits into a converter which then stores the energy into a battery for use by the suit. Add in a minature shield generator and the armor becomes very well protected against most forms of attack.

One advantage of the armor above all other equipment is the addition of captured Dominion technology: the personal cloaking device. While admittedly this technology is outdated compared to current Jem Ha'dar standards, it still performs its duty admirably by using a small gravity operated device to bend light around the armor making it appear to be invisible to all forms of sight requireing light. Sound on the other hand is the armors greatest disadvantage as it is not designed for silent running and the operator must remain completely still in order to avoid detection.

Designed to withstand the most terrible conditions under heavy gravity the armor is easily maneuverable and very fast under normal conditions. In the hands of a skilled user it triples their speed and strength allowing them to move faster carrying more. With the addition of minaturized maneuvering thrusters the suit even works well in the depths of space.

A large variety of weapons have been built into the armor. Pop up missile launchers firing 2 gyro-jet missiles are in the right forearm while on the left is a minature cutting laser left over from its construction days. For those situations where close combat is unavoidable, retractable razors have been added to the heel and toes of the foot armor as well as the forearms, elbows and knees. Jump jets built into the foreleg armor allow the users to leap as high as 100 feet under normal gravity.