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Marshall Thomas: Soldier of the Legion

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Marshall Thomas Soldier of the Legion

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Grenade, Incendiary – The Vulcan GI incendiary plasma grenade is available in hand or autolauncher models. Effective casualty-producing radius is 20 mikes.

Grenade, Deceptor – The Veil GD deceptor grenade scrambles all tacmods by generating electromagnetic interference and thus shielding the movements of friendly units. Effective radius is 200 mikes.

Knife, Cold, Mark 1 – The standard Legion battle blade is made from a single slab of cenite and is virtually indestructible.

Knife, Cold, Boot, Mark 2- The Legion boot knife is an emergency cenite blade, also virtually indestructible but more compact than the Mark 1.

Knife, Hot, Mark 3 – The Gabriel standard Legion hot knife is clad with plasma arcjet strips and can burn its way through most noncenite metals.

Manlink – The Manlink is a specialized man-portable shoulder-fired lightweight full-auto tactical artillery weapon that fires tacstars and stunstars. One trooper per Legion squad is normally equipped with the Manlink. Max effective range is 4,000 mikes.

Mini – The Mini individual handgun is capable of xmin, v-min and laser fire. It is being phased out of the Legion inventory as a standard issued weapon.

Stunstar – The Stunstar is a Manlink-launched non-lethal nerve weapon designed to disable the enemy by inducing loss of voluntary muscular activity and loss of consciousness. Stunstars interfere with normal nerve impulses and have proven useful for taking prisoners.

Tacstar – The Tacstar is a Manlink-launched micro-nuke round designed for shock troops to rapidly impose tactical superiority over the enemy.

Torch – The Dragon torch is a man-portable plasmapak tool designed for cutting through battlefield obstacles with a plasma jet.

V, v-min, v-max, v-bolt – V bolts are precision non-lethal antipersonnel rounds designed to stun and incapacitate without permanent injury. The V weapons system is integrated into the E battle rifle.

X, xmin, xmax – The general-purpose xtex armor-piercing explosive rounds are highly effective and can penetrate cenite armor when fired on full auto xmax.

DEFCORPS INFANTRY WEAPONS

The DefCorps is a formidable, experienced fighting force with excellent weaponry, much of it copied from Legion technology. The DefCorps trooper is tenacious and skilled. He does not fight for the System, but for himself and for his comrades. In most cases, he will not stop until you kill him. Respect your enemy!

A-suit – Like the Legion A-suit, DefCorps armor is a lightweight superdense cenite armor self-sealing hydro-powered combat vac suit. The current Atlas model can be identified by the bronze-colored patina. Systie cenite armor is not up to current Legion standards, but it is effective personnel armor. The DefCorps A-suit is a fully integrated weapons system with tacmods, tacmaps, and links to Starfleet and DefCorps battlenets. It is equipped with a renewable potable water supply, a limited internal comrats capability, access ports for med syringes and disposable tubes for liquid waste. A-suit hydros provide DefCorps troopers with superhuman strength when required. The DefCorps A-suit tacmod assures one-round hits for all ordnance. The DefCorps A-suit is vulnerable to direct non-angled hits by auto xmax and laser as well as tacstars, airsat or soilsat. Omni genetic probes and genetic snakes can also overcome cenite armor unless countered properly.

Aircar, assault – The DefCorps Pterosaur model nuclear-powered armored aircar is the primary air assault weapon for a DefCorps squad and is equipped to insert a nine-man squad downside and subsequently provide aircover with tacstars, laser and stunstars as a battlefield superiority weapon. The DefCorps aircar is inferior to the Legion aircar in both speed and armor. Range is unlimited.

Biobloc – The DefCorps biobloc weapon system targets and destroys the genes of human and nonhuman species and subspecies by manipulating the natural biofreq of the organism to stimulate an immediate massive immune response to the target’s own genes, resulting in suffocation and rapid death. The System has refused ConFree proposals to outlaw this weaponry. The SG battle rifle includes a biobloc capability.

Grenades, contac – DefCorps M2 concussion and M4 fragmentation grenades, both using contac explosive charges, are available in hand and autolauncher models. Casualty producing radius for both is 25 mikes.

Grenades, deceptor – DefCorps M4 deceptor grenades scramble all tacmods by generating electromagnetic interference and thus shield movement of their units. Effective radius is 200 mikes.

Knife, Combat, M1 – The standard DefCorps battle blade, like the Legion Mark 1, is made from a single slab of cenite and is virtually indestructible

Manlink – The DefCorps Manlink Equalizer Model is modeled after the Legion Manlink. It is a specialized man-portable shoulder-fired tactical artillery weapon that fires tacstars and stunstars. One trooper per DefCorps squad is normally equipped with the Manlink. Max effective range is 4,000 mikes.

SG – The standard individual weapon of the DefCorps trooper, the StarGuard (SG) compact shoulder-fired tube-fed general-purpose battlefield superiority rifle is a virtual clone of the E Mark 1, equipped with a zoom scope, laser sights, darksight and flash, and standard xmax, xmin, laser, and vac capabilities. Max effective range is 1,800 mikes for x and 3,600 for laser. It is equipped with a grenade launcher for contac, smoke, and gas grenades and ports for flares. The miniature caseless armor-piercing explosive xtex rounds are fired electronically and full auto rate is1,750 rounds per frac or 87,500 per mark. The weapon has no moving parts except for the rounds themselves and the xtex generator that creates and feeds the rounds into the firing tube. X, laser and v capabilities are integral to the weapon; the other rounds require replenishment of ampacks. It is fully integrated with the trooper’s tacmod and provides one-round hits on all targets. The SG is rugged and dependable.

Stunstar- The DefCorps Stunstar is a Manlink-launched non-lethal nerve weapon designed to disable the enemy by inducing loss of voluntary muscular activity and loss of consciousness. Stunstars interfere with normal nerve impulses and have proven useful for taking prisoners.

Tacstar – The DefCorps tacstar is a Manlink-launched micro-nuke designed for shock troops to rapidly impose tactical superiority over the enemy.

OMNI WEAPONS

The Omnis are extremely dangerous alien warriors with immense psychic powers, which we cannot match. They have utter contempt for us. They consume human flesh and blood, and have exterminated over two billion humans. We do not have a clear understanding of their weapons systems. We are currently researching promising methods to counter their psyprobes and mag fields. Their weapons are formidable but they are not invincible. Our mission against the O’s is clear – victory or death. Failure means extinction for our species. Learn how to counter all the weapons systems listed below. Your life depends on it! We have not yet learned how to effectively kill an O. Until our priority research efforts bear fruit, our battlefield tactics consist of retreating under fire while laying down a heavy barrage of counterfire to delay the O advance and observe the effects of our weaponry on the O’s.

Airsat – Omnis use explosive charged air (airsat) extensively to passively guard against intrusion in areas under their control. Your tacmod will alert you to the presence of airsat. Detonation is fatal, even in armor. Deliberate detonation of an entire cloud of airsat is possible from a distance but is a lengthy process that will attract the enemy.

Counter airsat by avoiding it.

Biobloc – This Omni airlaunched weapon targets the human genetic biofreq through airbursts and can be fatal within a 50-mike radius kill zone. Experience has shown that tacstars can be used to disperse biobloc bursts, but this is a dangerous procedure.

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