by Mark Latham
KT-EM4 Man-portable Railgun
Created by cutting-edge arms manufacturer KarmaTek, the KT-EM4 is one of the most valued long-range weapons in the STAR Marine Corps’ arsenal. Utilizing the same electromagnetic rail technology as starship-mounted rail cannons, which were developed to eliminate recoil completely, man-portable railguns have no kick whatsoever, yet enjoy superior range and penetration over conventional firearms. The EM4’s barrel comprises a pair of parallel conducting rails, along which a sliding armature is accelerated by the electromagnetic effects of a current that flows down one rail, into the armature and then back along the other rail. By charging the weapon with a phased plasma core carried on the marine’s back, the weapon can accelerate a solid slug to hypersonic velocities of approximately 11/2 miles per second, or about Mach 7. This kinetic energy provides unparalleled armor penetration even at extreme range, and railgun rounds have been known to penetrate up to 2 feet of concrete, and even herculanium plating.
Mk IV Combat Blade
Mk IV Combat Blade.
This reinforced, high-tensile carbon-polymer blade is issued to every STAR marine upon graduation from the academy, along with his uniform and carbine. It is a single-handed heavy fighting knife, with a blade length of 91/2 inches (nearly an inch longer than the Terran Army equivalent), a single serrated edge and a razor-sharp monofilament slicing edge. The Mk IV also utilizes a bayonet conversion clip in the hilt, allowing it to be snapped to the SI-160 carbine in place of the underslung grenade launcher.
The Mk IV is such an intrinsic part of marine mentality that it is treasured more than the carbine. Although it is specially designed to withstand the extremes of temperature and bio-acid contamination that are a hazard of fighting some alien races, against bugs of any strain its use is considered desperate or even foolhardy – the maxim goes that “if you’re close enough to stick a knife in the thing, you’re already dead.” However, the Mk IV is a survival tool as well as a combat weapon – though that doesn’t stop marines from training in knife-fighting techniques, and even sleeping with their knife in easy reach.
SIS-45 “Bugstopper” Tactical Sidearm
SIS-45 Tactical Sidearm.
Issued primarily to Seraphim and Timberwolf crews, NCOs, and senior officers, and supplied as standard stowage aboard Phalanx exo-suits, the SIS-45 is a powerful .45 cal semi-automatic pistol. Very much viewed as an emergency or “backup” weapon, the sidearm is light yet robust, and although poor at penetrating thick chitin exo-armor, it is a precision weapon, easily capable of bringing down smaller bugs. Any marine carrying a Bugstopper is issued two 7-shot magazines of anti-chitin explosive rounds, to complement the standard-issue hollow-points. The weapon also features a number of optional snap-fit components, such as weapon light, night-vision scope, and shoulder stock, though the latter two are rarely carried in the field.
PBX500 Longrifle
Although long-ranged firepower in the modern Marine Corps is often the domain of the railgun, there are still occasions when sniper teams are required to hold positions or provide accurate fire support from long range. The railgun is notoriously sensitive, and at extreme range can prove inaccurate. Enter the PBX500 – the perfect sniper’s weapon.
The .50 cal semi-automatic longrifle is equipped with armor-piercing rounds, stabilizer clamps, and computer-assisted smart targeting system, featuring night-vision sights and manual override. The barrel is muffled for stealth operations. Standard ammunition is effective at ranges of up to 1,100 yards. Nitrogen-core rounds are available for actions against Xeno-Parasites, while the arms manufacturer Purdey-Browning has recently unveiled its heat-seeking, thermal detonation, and computer-guided rounds, which have already begun testing in regimental training facilities.
SI-242 “Devastator” Emplaced Rotary Cannon
SI-242 Emplaced Rotary Cannon
Firing 12mm enervated caseless plasma rounds through four motorized rotating barrels at a rate of 1,000 rounds per minute, the Devastator is one of the most fearsome guns in the STAR marine arsenal. Almost impossible to wield in a man-portable capacity due to its bulk (though many have tried), the Devastator is most often fitted to vehicle couplings, or affixed to temporary fortifications by means of its auto-clamp and smart rail system.
When firing continuously, the titanium motor has a lifespan of around 600,000 rounds, and the barrels are prone to overheating, visibly glowing red as the super-charged ammo is fed through them.
Aegis XT Automated Sentry Gun
Aegis XT Automated Sentry Gun with tri-linked carbine loadout.
The Aegis XT is an automated turret-based weapon platform that uses thermal imaging to lock onto human-sized targets at up to 1,400 yards. Utilizing motion tracking and infra-red targeting systems, the computerized target matrix is most effective when multiple guns are set up at strategic choke-points, triangulating targets and laying down a devastating web of suppression fire.
The basic Aegis rig is man-portable, and is easily set up on a fixed tripod by a single fireteam. Some success has been had with remote-controlled tracked Aegis units, though their testing has so far been limited.
The Aegis XT rig can mount either a single SI-242 Rotary Cannon, twin heavy auto-carbines, or tri-linked SI-160s, fed via a large ammo drum at the rear of the unit.
STAR Interceptor Combat Armor
Combining a suit of tough dura-weave fatigues with an armored tactical vest and titanium boot-guards, the standard-issue combat armor is designed to protect marines from small arms fire, stab wounds, slashing claws, and acidic residue. When fighting in extreme temperatures, or notably against Draper’s World Xeno-Parasites, marines are often issued with a heat-resistant Kevlar-weave fatigue instead of the standard Interceptor suit. Though it has often been mooted that advanced armors are the future in the war against bugs, light infantry combat armor such as STAR’s Interceptor pattern provides a low-cost mass-produced solution to 30 percent of potentially incapacitating injuries sustained at range, without compromising mobility or efficiency. The armor incorporates a twin ammo/grenade harness with universal suspension adapter fittings for heavy weapons, a utility belt, boot-mounted knife-sheath, and snap-fit backpack.
STAR marine fatigues are normally gray in color, although the dura-weave contains low-spectrum reactive threads that tint the uniform to match battlefield conditions. In addition, spare suits of “adaptive camo” fatigues are usually carried about the SMEU cruiser. Of all bug types encountered, only 25 percent markedly rely on visual acuity when hunting their prey – notably the Centauran Araknyds – and against these aliens, camouflage is a simple but effective tactic.
Mk II Tactical Helmet
Featuring lightweight titanium and duratanium plates, the Mk II tactical helmet offers effective battlefield protection as well as incorporating many tactical features. The helmet includes a long-range midi-comm unit as standard, a flip-down photo-reactive visor with integrated targeting and status head-up display (HUD), and a side-mounted power-beam torch. A port is fitted beneath the torch to include an optional helmet-cam, broadcasting infra-red images along with the marine’s vital signs and ammo levels directly back to field HQ.
Phalanx Combat Exo-suit
Marine specialist of the 6th Magellan Regiment in Phalanx Combat Exo-suit.
Considered by many to be the greatest innovation in the marine arsenal, the Phalanx exo-suit is a large suit of powered armor, which transforms the incumbent specialist into a walking tank. By means of a system of tiny electrodes and neuro-links, the seemingly cumbersome armored suit becomes like a second skin to the marine, mimicking his movements and responding to his thoughts instantaneously.
The basic frame of the suits is a servo-assisted exo-skeleton, standing around 81/2 feet tall, which vastly increases the strength of the pilot. Herculanium armor plates are bolted to this frame, while the pilot himself is enclosed within a hazard suit and pressurized tactical helmet, featuring advanced
THE FUTURE OF THE STAR MARINES – EXPERIMENT
AL TECH AND DARK SCIENCE
Ever since sentient bugs were first discovered, scientists and engineers at STAR Industries have worked tirelessly to create new weapons to aid in the destruction of the alien menace. Some of these innovations, such as smart nukes, dropsuits, thermal detonators, and man-portable railguns, have already found their way into marine regiments. Bug pheromone spray, developed from the carcasses of slain Hive-Beasts, has also proved effective. Other experimental hardware has yet to be field-tested, and is developed in secret facilities away from the prying eyes of the media. The galaxy is not yet ready to learn exactly what STAR Industries has been working on for all these years, although the Araknyd invasion of Earth has certainly whetted public appetite for victory at any cost.
STAR Industries has already experimented with so-called “Trojan Bugs” – remote controlled bugs, potentially carrying explosives, used to infiltrate bug nests. Against beasts with synaptic control mechanisms, these have been unsuccessful, although scientists have not given up hope of perfecting the technology. Another fringe science division has begun to reverse engineer alien weaponry, developing semi-organic energy weapons capable of generating Araknyd plasma. Most disturbing of all, however, is the clone testing. Pushing at the boundaries of so-called “dark science,” it is whispered that in secret facilities clone troopers are being grown in vats, mixing human and bug DNA. Some of the less ethically minded scientists at STAR Industries envision a time when no true human is put in danger on the battlefield, but instead stronger, faster soldiers are tailored for each warzone. Soldiers with the ingenuity of humans, but the boiling blood and chitinous bones of Xeno-Parasites, the psychic abilities of Hive-Beasts, or the razor-sharp talons and bio-energy weaponry of Araknyds…
HUD and targeting systems. Powered by an integral miniaturized fusion core, its range is low, but the suits can be recharged using simple plug-in ports present in all marine APCs and Demeter-class cruisers. At full capacity, the suit enables the marine to lift in excess of 1,500 pounds, and sprint at speeds of around 28 miles per hour. The suits are armed with servo-pincers as standard, modified from factory auto-loader units, and usually mounted with arc-cutters and buzz-saws for heavy duty field repair work. The universal snap-fit system adopted by most marines’ kit also extends to the exo-suit – shoulder and forearm mounts allow for the positioning of railguns, combi-carbines, heavy auto-carbines, and flamethrowers. Up to two such weapons can be snapped to the suit’s hard-points due to the limitations of the HUD controls. Furthermore, most specialists fit grenade harnesses to the suit’s torso as a defensive countermeasure.
In addition to their power draining, the suits have proven unreliable in extremes of temperature, with sub-zero cold in particular causing their servos to seize up. In combat zones, this has made them a particularly poor choice against Araknyd swarms, which thrive in arctic conditions.
ARK35 “Archangel” Dropsuit
Developed for rapid insertion tactics, the Archangel dropsuit is a lightweight, armored extension of the standard combat armor, featuring a grav-pack, shock-absorbing boots, and re-breather apparatus. The grav-pack is a personal jet pack consisting of an anti-gravitic booster and leg-mounted stabilizer thrusters. One of the newest innovations in the STAR arsenal, it was initially developed to slow the decent of a freefalling marine, much like an old-fashioned parachute, but has recently been employed for its jump functionality, making rapid redeployment of specialists much easier than in the past. Extensive field testing amongst elite specialist units has proven promising, and the STAR Marine Corps hopes that the packs will be rolled out to all marines as standard kit within the next decade.
Like exo-suits, grav-packs require considerable energy in order to function. However, unlike exo-suits, this energy is only required in very short bursts, and is thus generated in combat via means of a phased plasma-cell, which automatically charges between jumps. Ten minutes of charge produces enough power for three minutes of controlled flight, several short “hops” of around 30 yards, or five minutes of anti-grav gliding.
Spartan Armored Environment Suit
The Spartan suit combines the protection of Interceptor armor with the sealed environment of a spacesuit and sterile hazmat functionality. Designed to allow marines to fight in any atmosphere, or even deep space, the suit is bulky and requires extensive training if it is to be used effectively. The pressurized sections of the suit are compartmentalized, so that tears or damage sustained in battle are unlikely to compromise the entire suit. The marine’s torso, shoulders, and chest are protected by thick armor plates, which also cover a small oxygen reservoir, air filtration unit, combat drug injector, and heart-rate regulator.
ART-4 Multi-tracker
ART-4 Multi-tracker.
A handheld scanner, usually carried by either a squad sergeant or fire support marine, the ART-4 combines computerized cartography, smart blueprint reader, motion-tracker, heat sensors, and biological scanner, all housed in a tough rubberized herculanium casing. It can detect incoming life-signs at a distance of around 900 yards, and movement of anything larger than a household cat at around 550 yards. Using sophisticated positioning tech, the tracker’s readout can provide marines with a 3D tactical map of their combat zone, complete with enemy locations.
Netrunner Remote Sensor Unit
Carried within the stowage of most Timberwolf APCs, the Netrunner RSU is an unmanned tracked vehicle, remotely controlled from a station in the APC’s cockpit. Developed from the Terran Army’s bomb disposal robots, the Netrunner carries a larger and more sophisticated multi-tracker system, with long-range scanners and comms arrays. When stationed at strategic battlefield points, the Netrunner can boost ground comms to orbiting command cruisers, and forewarn fireteams of long-distance enemy movements.
Some expeditionary units carry remote breacher kits in addition to sensor units. These kits simply mount twin 40mm grenade launchers on the standard tracked unit, along with a smart nuke that can be remotely primed. The unit also carries a bug pheromone dispersal system to mask its movements. So far, remote “nestbusting” operations have proven unsuccessful due to poor comms within the belly of the larger hives and nest systems, but work continues on developing these tracked exterminators, and AI processors will potentially be added to them to allow independent operation.
MSS Bodega, Lincoln-class Corvette.
Vehicles & Spacecraft
SIMC Epsilon-class Hyperlane Station
Length: 10,500 feet
Beam: 7,875 feet
Draught: 1,680 feet
Crew: 1,280 (permanent); up to 750 (temporary)
Engines: STAR Industries gravitic impulse drive (emergency handling only)
Range: Unlimited (plasma core life 42 years)
Armament: Advanced STAR class 2 defense grid Positioned at strategic hyperlane jump-gates, these marine facilities provide temporary stations for SMEUs in need of rearmament, ship refits, or just R&R. Providing docking facilities for up to six Demeter-class cruisers, and bristling with defensive weaponry, 18 of these space stations provide an all-too-thin line of STAR control across a massive galaxy.
SIMC Demeter-class Long-range Tactical Cruiser
Length: 3,203 feet
Beam: 760 feet
Draught: 501 feet
Crew: 125
Engines: 3 Rolls Royce Mk VII fusion engines; STAR Industries interstellar plasma drive
Range: Unlimited (plasma core life 15 years)
Armament: 2 turret-mounted KT EM-5000 rail-cannon, fore and aft; 4 railgun broadside banks; 2 fore plasma torpedo tubes; 3 X10 thermonuclear void-to-surface bombs
Designed by Cygnus AeroTech, the Demeter-class cruiser has become the most important innovation in the highly competitive field of interstellar transport vessels. The Demeter is a large military transport, capable of FTL travel and featuring every facility a SMEU requires to complete its tour without ever returning to base.
The Demeter boasts a similar armament to the heavier Kennedy-class warships
that protect the core worlds, but is designed first and foremost as a mobile command center, training facility, and barracks for a full STAR Marine Corps expeditionary unit and associated support. Unlike the Kennedy-class warships, the Demeter utilizes advanced gravity field generators by means of a rotating mid-section – as STAR marines are expected to live aboard the cruiser for anything up to five years, a zero-G environment would compromise the physical strength of the marines and place undue stress on their psyche. The training facilities on board the Demeter do include zero-G training chambers, but the artificial gravity systems also allow for pressurized dive pools and environmental simulators, not to mention some perks of the role, such as fresh food from the hydroponics labs and various R&R facilities.
In its vast hold, the Demeter carries three Seraphim dropships, each capable of carrying a marine platoon and two APCs into battle. Most Demeter-class cruisers also carry a handful of endo/exo-atmospheric fighters and their specially trained marine aerospace crews – ever since the discovery of the Araknyd asteroids, they have been a common addition to the Demeters’ complements to intercept potentially sentient deep-space bug transports.
Though Demeter-class cruisers have rarely been forced to use their emergency evacuation procedures, all of them carry a full complement of eight-man lifeboats, each containing automated “return-to-base” navicom AI, and cryo-pods to protect the evacuees during their long voyage home.