Team One; Coalition of Sovereign Independent Colonies
Weapon Design
Weapons:MsK21.2/2.2-X Mark I "Man's Best Friend" Combat Knife
MsK67.2/3.2-X Mark I "Commissar's Best Friend" Micro-Edged Blade
PP10/17-S60.X Mark I "PP10" ETC Semi-Automatic Handgun
PP10/17-A1000.X Mark Ia "PP10+" ETC Fully-Automatic Pistol
PP11/19-D60.X Mark I "Deringer" SP Revolver
PP12.7/23-D60.H Mark I "Wrist-Breaker" SP Large-Caliber Revolver
PS10/17-A1000.X Mark I "PS10" ETC Submachine Gun
PS5.6/14.4-A1000.X Mark I "Afterthought" ETC Personal Defense Weapon
PF5.6/20.2-A750.G Mark I "Right Leg" ETC Assault Rifle
PF5.6/20.2-A750.G Mark Ia "Right Shin" ETC Carbine
PF7.6/27.4-F600.H Mark I "Second-Best" ETC Designated Marksman Rifle
PF9/32.4-F600.L Mark I "Ricochet" ETC Anti-Tank Rifle
PR7.6/27.4-B40.G Mark I "Rickards" ETC Multi-Purpose Scout Rifle
PR7.6/27.4-B40.H Mark I "Headshot" ETC Sniper Rifle
PR7.6/27.4-S60.H Mark Ia "N00b" ETC Semi-Automatic Sniper Rifle
PR12.7/45.7-B40.M Mark I "Death's Angel" ETC Anti-Material Rifle
PT12-P45.X Mark I "Peacekeeper" ETC Pump-Action Shotgun
PT12-S60.X Mark I "Rookie" ETC Semi-Automatic Shotgun
PT12-F450.X Mark Ia "Boomstick" Fully-Automatic Shotgun
PuT12-C20.X Mark I "Caddy" Underslung Shotgun Attachment
PM5.6/20.2-F1200.S "SAW" Squad Automatic Weapon
PM7.6/27.4-F1000.G "Jeep" General Purpose Machine Gun
PM12.7/45.7-F900.G "HMG" Heavy Machine Gum
RM60/305-C20.X Mark I "Inner Tube" Infantry-Transport-Capable Light Mortar
RM81/435-C12.G Mark I " Outer Tube" Infantry-Transport-Capable Mortar
RL40/48-S50.G Mark I "Bullet" LEAD Grenade Launcher
RuL40/48-C15.G Mark I "Queen of England" LEAD Underslung Grenade Launcher
RH45/210-C15.T Mark I "Thunderbird" Heavy Anti-Tank Railgun
RH25/62-V(20)3000.G Mark I "Lightning-rod" Rapid-Fire Railgun
SH115/1150-C5.T Mark I "RPG" Rocket-Propelled Grenade Launcher
SH130/1250-C3.T Mark I "MSG" Multiple System Guided Missile Launcher
SH130/1250-C3.A Mark Ia "SAM" Surface to Air Missile Launch System
Scopes and Sights:G1-4.8x44D Variable Zoom Fast Sighting Scope
G3.4-8x50M Multi-Purpose
G8-25x52F High-Power Variable Zoom Scope
G1x46R Reflex Sight
G1x46D Holo Dot Sight
Other Attachments:APS Mark I Muzzle-Attached Pistol Silencer
ARS Mark I Muzzle-Attached Rifle Silencer
AFS Mark I Flash Suppressor
ALD Mark I Laser Dot Sight
ATF Mark I Tactical Flashlight
ACB Mark I Combat Bayonet
Fore-grip
S1 Bipod
B1 Tripod
Other Gear:8-30x58 Rangefinding Binoculars
1-8x54 Remote Sight, Rangefinder, and Targeter
Rounds/Ammunition Types:Handgun Rounds10x17E FMJ
10x17E JHP
10x17E JSP
10x17E AP
10x17E P
11x19G FMJ
11x19G JHP
11x19G JSP
11x19G AP
11x19G P
12.7x23G FMJ
12.7x23G JHP
12.7x23G JSP
12.7x23G AP
12.7x23G P
5.6x14.4E FMJ
5.6x14.4E JHP
5.6x14.4E JSP
5.6x14.4E AP
5.6x14.4E API
5.6x14.4E P
Rifle Rounds5.6x20.2E FMJ
5.6x20.2E SpHP
5.6x20.2E JSP
5.6x20.2E AP
5.6x20.2E API
5.6x20.2E APT
5.6x20.2E T
5.6x20.2E I-T
5.6x20.2E HV
5.6x20.2E P
7.6x27.4E FMJ
7.6x27.4E SpHP
7.6x27.4E JSP
7.6x27.4E AP
7.6x27.4E API
7.6x27.4E APT
7.6x27.4E T
7.6x27.4E I-T
7.6x27.4E HV
7.6x27.4E P
9x32.4E FMJ
9x32.4E AP
9x32.4E API
9.32.4E APT
9x32.4E HE-IT
9x32.4E HV
9x32.4E P
12.7x45.7E FMJ
12.7x45.7E SpHP
12.7x45.7E JSP
12.7x45.7E AP
12.7x45.7E API
12.7x45.7E APT
12.7x45.7E HE-IT
12.7x45.7E HV
12.7x45.7E P
Shotgun Shells12g. SaP Slug
12g. AP Slug
12g. HE Slug
12g. WX Slug
12g. Sz0 Shot
12g. Sz1 Shot
12g. Sz2 Shot
12g. Sz3 Shot
12g. Sz4 Shot
Grenades40mm M1 Concussion
40mm M1 Fragmentation
40mm M1 HEAT
40mm M1 Incendiary
40mm M1 Flashbang
40mm M1 Smoke
40mm M1 Gas
40mm M1 EMP
40mm M1 Nanotech
HG Mark Ic Concussion
HG Mark If Fragmentation
HG Mark It HEAT
HG Mark Id Incendiary
HG Mark Ib Flashbang
HG Mark Is Smoke
HG Mark Ig Gas
HG Mark Ie EMP
HG Mark In Nanotech
Other45x210R AP
45x210R DU
45x210R APFSDS
45x210R APCR
45x210R HE
45x210R BS
25x62R AP
25x62R APT
25x62R API
25x62R DU
25x62R APCR
25x62R HE-IT
25x62R PAX
SH115 M1 HEMP
SH115 M1 HEAT
SH115 M1 TWHEAT
SH115 M1 Incendiary
SH115 M1 Smoke
SH115 M1 Gas
SH115 M1 Nanotech
SH115 M1 Illumination
SH130 M1 HEAT
SH130 M1 SAM
60mm M1 HE
60mm M1 Smoke
60mm M1 Illumination
60mm M1 FRPC
60mm M1 IR
60mm M1 Nanotech
81mm M1 HE
81mm M1 Smoke
81mm M1 Illumination
81mm M1 FRPC
81mm M1 IR
81mm M1 Nanotech
Armor DesignM10-X3 Mark I "Diploma" General Purpose Mobility Armor
M14-X2.rm Mark Ia "Ghillie" Marksmanship and Reconnaisance Armor
M20-X3 Mark Ia "Sweatsuit" General Purpose Standard Armor
M22-X3 Mark Ib "Scrubs" Medical Officer Armor
M26-X3.c Mark Ic "Trenchcoat" Commissar Armor
M28-X3.r Mark Id "Snowflake" Combat Marksman Armor
M29-X3.t Mark Ie "Tubs" Stabilization and Firing Assistance Armor
M30-X3 Mark I "Shell" General Purpose Protective Armor
M31-X3.n Mark Ia "Monkey Suit" Engineering and Control Armor
M31-X4 Mark Ib "Fat Man" Explosive Ordance Disposal Suit
M39-X3.t Mark Ic "Cannon" Fire Support and Recoil Suppression Armor
Unit DesignRifleman (Standard/Typical):
Average-Good Skill Level; M20 "Sweatsuit" Armor; PF5.6 "Right Leg" Assault Rifle w/ G1-4.8 Scope, ATF Tactical Flashlight, and Fore-grip; PP10 Semi-Auto Handgun w/ ALD Laser Dot Sight and APS Pistol Silencer; MsK21.2 Combat Knife; 4+1 clips of 5.6x20.2E FMJ Ammunition(150+1 rounds total); 2 clips of 5.6x20.2E SpHP Ammunition(60 rounds total); 2 clips of 5.6x20.2E AP Ammunition(60 rounds); 1 clip of 5.6x20.2E HV Ammunition(30 rounds); 4+1 clips of 10x FMJ Ammunition(60+1 rounds total); Two HG Concussion Grenades, One HG Frag Grenade, One HG Smoke Grenade
Designated Marksman (S/T):
Average-Good General Skill Level, Good Marksmanship; M28 "Snowflake" Armor; PF7.6 "Second-Best" DMR w/ G3.4-8 Scope, AFS Flash Suppressor, and S1 Bipod; PP10 Semi-Auto Handgun w/ ALD Laser Dot Sight and APS Pistol Silencer; MsK21.2 Combat Knife; 3+1 clips of 7.6 FMJ Ammunition (120+1 rounds total), 1 clip of 7.6 SpHP Ammunition(30 rounds), 1 clip of 7.6 AP Ammunition(30 rounds), 1 clip of 7.6 HV Ammunition(30 rounds); 4+1 clips of 10x FMJ Ammunition(60+1 rounds total); Two HG Concussion Grenades, One HG Frag Grenade
Automatic Rifleman (S/T):
Average-Good General Skill Level, Good Stamina; M29 "Tubs" Armor; PM5.6 SAW w/ G3.4-8 Scope, S1 Bipod, and two extra barrels; PS10 SMG w/ G1 Reflex Sight and ATF Tactical Flashlight; PP10 Semi-Auto Handgun w/ ALD Laser Dot Sight and APS Pistol Silencer; MsK21.2 Combat Knife; 3+1 drums of 5.6x20.2E FMJ Ammunition(T every fifth round; 320+1 and 80 rounds total), 1 drum of 5.6x20.2E I Ammunition(I-T every fifth round; 80 and 20 rounds total), 1 drum of 5.6x20.2R AP rounds(API every fifth round, 80 and 20 rounds total); 3+1 SMG clips of 10x FMJ Ammunition(120+1 rounds total); 4+1 pistol clips of 10x FMJ Ammunition(60+1 rounds total); Two HG Concussion Grenades, One HG Fragmentation Grenade
Grenadier (S/T):
Average-Good Skill Level, Good Explosives; M20 "Sweatsuit" Armor; PF5.6 "Right Leg" Assault Rifle w/ G3.4-8 Scope, ATF Tactical Flashlight, and RuL40 Underslung Grenade Launcher; PP10 Semi-Auto Handgun w/ ALD Laser Dot Sight and APS Pistol Silencer; MsK21.2 Combat Knife; 4+1 clips of 5.6x20.2E FMJ Ammunition(150+1 rounds), 1 clip of 5.6x20.2E SpHP Ammunition(30 rounds), 1 clip of 5.6x20.2E AP Ammunition(30 rounds), 1 clip of 5.6x20.2E HV Ammunition(30 rounds); 4+1 clips of 10x FMJ Ammunition(60+1 rounds); Three 40mm Concussion Grenades, Two 40mm Frag Grenades, Two 40mm HEAT Grenade, One 40mm Incendiary Grenade, Two 40mm Smoke Grenades, One 40mm Flashbang, One 40mm EMP Grenade
Commissar (S/T):
Good Skill Level, Great Leadership, Good-Great Melee; M26 "Trenchcoat" Armor; PF5.6 "Right Shin" Automatic Carbine w/ G1 Reflex Sight, ATF Tactical Flashlight, and PT12 Underslung Shotgun; PP10 Semi-Auto Handgun w/ ALD Laser Dor Sight and APS Pistol Silencer; MsK21.2 Combat Knife; MsK67.2 Micro-Edged Blade; 4+1 clips of 5.6x20.2E FMJ Ammunition(150+1 rounds total); 2 clips of 5.6x20.2E SpHP Ammunition(60 rounds total); 2 clips of 5.6x20.2E AP Ammunition(60 rounds); 1 clip of 5.6x20.2E HV Ammunition(30 rounds); 4+1 clips of 10x FMJ Ammunition(60+1 rounds total); Two HG Concussion Grenades, One HG Frag Grenade, One HG Smoke Grenade
Fireteam:
One fireteam will typically consist of one Commissar, one Grenadier, one Automatic Rifleman(second-in-command), and one Designated Marksman. Tactics depend on situation, but commonly involve using the Commissar and Grenadier leading for breach-and-clear maneuvers, or the Automatic Rifleman and Designated Marksman to suppress the enemy whilst the others flank. Riflemen may be attached for additional firepower
Infantry Squad:
One infantry squad will typically consist of one Commissar, four Riflemen, two Grenadiers, two Automatic Rifleman(one is second-in-command), and two Designated Marksmen. Tactics vary widely depending on situation
Riflemen Squad:
One riflemen squad will typically consist of one Commissar, five Riflemen, and one Automatic Rifleman(second-in-command). Typically used for fortified locations and entrenched positions.
There, I'm done, I'm finally fucking done. I got up at 8 this morning and have been working almost non-stop on this since 9 or 10. It's currently 6:40 PM. I started hating myself about half way through for doing this to myself, since I didn't eat how I should, either. I'm free!