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                                                        Ranger School

After the completion of Basic Combat Training, done in conjuncture with Starfleet Marines, a member of Starfleet can petition to enter Ranger School. Once a member was accepted into Ranger School, they are transferred to Ranger HQ, located in Cheyenne Mountain.

The Starfleet Ranger School is a 12 week long course involving 4 different stages. Each stage was conducted in 3-week phases.

» Orientation Phase
The First Phase is known as the Orientation Phase. During this phase, the recruits are prepared for the actual Ranger training. During this phase they are taught basic skills such as map reading, navigation, both using sensors and by the stars, and other such fundamental skills. Also each recruit is taught a basic history of the Rangers.

During this phase, a recruit can drop out and will be placed on the as needed list, meaning they will be placed anywhere where Starfleet deems there services necessary.

» Cheyenne Mountain Phase
On the surface of Cheyenne Mountain is located the home for the Ranger Training Brigade, which hosts the “crawl” phase of Ranger School. Here students learn the fundamentals of unit-level mission planning. This phase is critical to the success of the training as it lays the groundwork for the “walk” and “run” phases of training. There are two parts to the training at Cheyenne Mountain Phase, the Ranger Assessment Phase, and Camp Pennington.


» Ranger Assessment Phase
Physical Fitness Test Requiring:
100 push-ups
150 sit-ups
Individual 10 mile run in under 80 minutes.
Concluding with 15 chip-ups.
Combat Space Survival Assessment at Lunar Facility
Space Navigation Test
Modern Starfleet Combatives Program training
Individual 15 mile foot march
The “Pennington Mile” run event, a 1.9 mile run event, followed by an obstacle course done in full body armour
Demolitions training and spaceborne refresher training

At Camp Pennington, students are taught patrolling techniques and execution of unit combat operations. They must also complete the Pennington obstacle course.

Once this phase is reached, a recruit can no longer voluntarily drop out, and they must complete the training.

» Lunar Phase
At the Lunar Phase, the students are sent to the Ranger Lunar Facility. Here they learn space bourn skills, as well as skills for low atmosphere environments. Due to the fact that the entire phase is conducted in open space on the lunar surface, the vacuum and the cold also become an additional obstacle that the Ranger students must overcome.

» Martian Phase
At the Mars Training Facility, the students must demonstrate tactical and technical proficiency in unfamilar terrain leading a platoon patrol. This phase includes shuttle and runabout operations and an extensive do-or-die field-training exercise.
Ranger School students will participate in three spaceborne and ten space-assault operations. A student's leadership ability is evaluated at various levels in various situations. Part of the evaluation is a peer evaluation; failing a peer evaluation can result in disqualification.

» Recycling
If a student performs successfully, but suffers an injury that keeps him from finishing, he may be re-cycled at the discretion of either the battalion or the brigade commander; he’ll be given an opportunity to heal and finish the course with the next class. Students can also be re-cycled for failing a leadership evaluation on patrol; however, if a student fails patrols in a given phase twice, he will usually be offered a "day one re-start" and have to begin Ranger school from RAP week onwards. Day one restarts can also be given (the other option being removed from training, never to return) in the case of soldiers who fail patrol leadership positions and peer evaluations. In rare cases, those assessed of integrity violations (lying, cheating, stealing) will also be given the ability to take a day one restart, however these soldiers are usually permanently removed from course.
Historically, the graduation rate has remained constant at 50%; only around 20% of soldiers make it through all three phases without having to repeat a phase.
                                                      The Ranger Creed

Recognizing that I volunteered as a Ranger, fully knowing the hazards of my chosen profession, I will always endeavor to uphold the prestige, honor, and high esprit de corps of my Ranger Unit.

Acknowledging the fact that a Ranger is a more elite soldier who arrives at the cutting edge of battle by land, air, or space, I accept the fact that as a Ranger the Federation expects me to move farther, faster and fight harder than any other soldier.

Never shall I fail my comrades. I will always keep myself mentally alert, physically strong and morally straight and I will shoulder more than my share of the task whatever it may be, one-hundred-percent and then some.

Gallantly will I show the galaxy that I am a specially selected and well-trained soldier. My courtesy to superior officers, neatness of dress and care of equipment shall set the example for others to follow.

Energetically will I meet the enemies of the Federation. I shall defeat them on the field of battle for I am better trained and will fight with all my might. Surrender is not a Ranger word. I will never leave a fallen comrade to fall into the hands of the enemy and under no circumstances will I ever embarrass my country.

Readily will I display the intestinal fortitude required to fight on to the Ranger objective and complete the mission though I be the lone survivor.

                                                        Striker Armaments

The Starfleet Rangers use a variety of weapons in their missions. At a given time, the entire team may be equipped with the same equipment or each member may be individually equipped to deal with a special task. This will change based on the member’s preference and on the orders they receive.

Rifles
Most members of the team will be carrying one rifle on a standard mission. These are the primary weapons of team members and will be used in a multitude of scenarios.


Marine Assault Rifle

Striker use and deployment:
This is the standard rifle for members of Striker to use in general action. It is versatile and powerful. The grenade launcher makes the weapon multi-purpose and more useful. It will often be issued to every member of the team on direct assault assignments. Most members of the team carry this weapon.

BF Description:
The Marine phaser assault rifle (and, according to most Marines, the only rifle deserving of the moniker) is a somewhat larger, more sophisticated weapon than its Type 3E counterpart. It is capable of firing phaser energy in either beams or pulses of variable length. It uses a computer control system to allow the beam characteristics to be modified much more easily than in previous phaser rifles, a measure clearly important when dealing with the Borg. As well, the addition of a fifth prefire energy compression chamber allows for several additional settings. The Marine assault rifle also includes a much more effective and elaborate targeting system, and a larger energy reserve. The Rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms and can perform the equivalent of tricorder short range biological scans. Images of the targeted life forms would be displayed on the units display screen. In addition, the frequency of the beam can be varied so that on settings 1 to 6 the phaser beam can be set on a special wide-beam setting that only effects carbon-based living tissue. Though this is an exceptionally useful feature, it uses ten times the normal energy required by normal beams. In addition, the rifle is also capable of two additional settings above the normal sixteen. The Marine assault rifle is equipped with an integral grenade launcher. This launcher has a capacity of five rounds. These grenades are propelled by the unit’s graviton accelerator.


Type 3E Phaser Rifle

Striker use and deployment:
This rifle is very similar to the Marine Assault rifle, but lacking the grenade launcher and additional charge carried by the larger weapon. This rifle is deployed as a lighter variant when a Ranger is carrying a heavier load or when an attachment besides a grenade launcher is required for a mission. Will also usually be used by the team sniper with a tactical scope on missions where a sniper is presumed unnecessary.

BF description:
The second phaser rifle referred to as an assault rifle, the Type 3E utilizes plasma acceleration to provide a powerful bolt of energy similar to that fired by pulse phaser cannons on the Defiant-class star ship. The Type 3E phaser rifle is a much larger, more sophisticated weapon than Type 3 and even the Type 3D. It uses an advanced computer control system to allow for modulation characteristics to be modified faster than in previous phaser rifles, important when dealing with the Borg. The rifle has a range of 750 meters. First placed in service in 2378 in both regular Fleet and Marine Corps service, the Type 3E phaser rifle also includes a much more effective and elaborate targeting system over the Type 3D. The rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms and can perform the equivalent of tricorder short range biological scans, with a scanning range of 10,000 yards. Images of the targeted life forms would be displayed on the unit's display screen.


Phaser Carbine

Striker use and deployment:
This is a rifle used for close-quarters combat that can be carried on any mission by members of Striker and will be deployed to a larger number of team members if there is an expectation of close-quarters combat.

BF description:
After several operations involving close quarters battle (CQB) that resulted in unacceptable losses, Marine Corps resolved to manufacture a lighter, more effective version of the standard phaser rifle. The result of this decision was the Marine Corps phaser carbine. The twelve-stage plasma accelerator has been placed further back in the stock, over the power cell contained in the stock. The targeting unit has been placed forward under the muzzle. Also on the top of every unit, there is a hard point for any sight deemed tactically necessary (though with CQB this will be seldom employed). Typically a laser designator or tactical light are used instead given the more intuitive benefit of actually showing where the shot will hit. Another difference from the normal phaser rifle is that the long-range fire aiming mechanisms are not present in the carbine since the weapon is intended for close to short-range engagements. At the muzzle end, various sensors for electromagnetic and subspace detection are placed and act as a tricorder unit, freeing the hands of a user to concentrate on aiming instead of fumbling with one. This targeting unit incorporates sensors capable of detecting and tracking life forms and can perform the equivalent of tricorder short range biological scans. Like its Type 3 cousin, the carbine has two grips, one forward near the muzzle, and one placed forward of the butt.


                                                            Heavy and Support Weapons

Striker will usually carry 1-3 heavy weapons at any given time and will carry several support weapons as deemed necessary to meet mission parameters. These weapons are very powerful and destructive than rifles but are bulkier and less versatile.

Squad Support Phaser Weapon

Striker use and deployment:
This is the weapon usually carried in lieu of a rifle by the heavy weapons specialist and will generally only be used by one member of the team at any given time. It is a good weapon for extraction scenarios and defending positions and will be carefully deployed in those situations.

Bravo Fleet description:
In 2332, the Star Fleet Marine Corps, realizing the need, resolved to manufacture a lighter, more rapid firing version of the common phaser rifle. The result was the Squad Support Phaser Weapon (SSPW). The differences between it and its distant cousin, the Type 3 phaser rifle, is that the SSPW is designed for rapid pulse phaser fire. In order to accommodate its additional mechanisms, its height had to be expanded (although its width was unchanged). The SSPW uses high strength polymers in its construction; in an attempt to cut down on weight yet still retain durability. On the top of every unit there is a hard point for any sight deemed tactically necessary. Similar to the Type 3 rifle, the SSPW has one grip forward of the butt, and a collapsible bipod near the muzzle (whereas the Type 3 has a folding hand grip). To allow for rapid fire, the SSPW utilizes not one, but five firing chambers with individually associated emitter crystals to reduce crystal recovery ("reload") time when expended. The firing chambers are arranged internally to rotate around an elliptical axis. The unit also has two over/under tandem subspace transceiver assemblies to help with the increased firing load. In order to save weight and size, the power cell for the unit is not built very large to hold energy for tremendous intensive shots that can detonate solid material or vaporize living material. The danger from such intense fire of destroying a high value target or that of ricochets off shielded items is not a necessary risk. However, individual bolts still retain enough power to kill most organisms, and at least rattle hardened targets.


Type-4 Phaser Sniper Weapon

Striker use and deployment:
This is the standard phaser carried by the team sniper unless it is deemed unnecessary for a given mission.

Bravo Fleet description:
The newest Phaser Sniper Weapon was developed using some data from the Compression rifle program and the body of the failed TR.-116 projectile rifle. First of all, a new LiMg 502 crystal was synthesized that rectified energy bolts in a constant alternating subspace frequency. Though extremely expensive to synthesize, it has been produced in small amounts that can be mounted in phaser sniper rifles The weapon also incorporates a series of self adjusting graviton emitters that change their own frequency as well. Each of the emitters is set at a different frequency and contributes equally to the formation of a graviton shell. As each graviton frequency resonates around the rectified energy, this keeps the subspace vibration of normally ungravitated phaser blast from degrading, thus keeping its cohesion longer after release. Like the Compression Rifle, a buffer system is setup to force a charge buildup in the pre-fire chamber, resulting in a much more energetic discharge.

The LiMg 502 crystal does not have the luminous properties of its cousin the fushigi-no-umi family. This gives the sniper superiority in terms of concealment. The approach vector of his blast will not be traceable except by highly sophisticated sensors designed to pick up fluctuations in temperature, atmospheric stimulation, and subspace distortion. In the field, the Mk IV Phaser Sniper Weapon is unmatched currently for its ability to give commanders a tactical option of concealed fire. Sights range anywhere from iron (non-magnification) to WSV (Wide Spectral Visual) to PEM (Passive Electromagnetic) sensors.


Marine Photon Rifle

Striker use and deployment:
The smallest anti-armor weapon available for Striker. It will generally be employed to deal with light armor and small pillboxes and similar defenses.

Bravo Fleet description:
The photon rifle is a heavy support weapon and is much more powerful then any phaser rifle. It is capable of firing photon rounds known as a photonic pulse (essentially micro torpedoes) at variable power levels, and focus settings. The photonic pulse emits large bursts of rapid nadion particles, which are found in phaser beams. They can pierce most known personal armor and shielding. This weapon is very successful against the Borg as no one photonic pulse has the exact same modulation, thus the Borg find it very hard to adapt. It uses an advanced computer control system to allow for manual modulation too, if needed. First placed in service in 2375, the Type 1A Photon Rifle also includes an elaborate targeting system, similar to the one used on the Type 3E Phaser rifle. Carrying a reserve of 20 shots, the Rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms and other programmed targets. Images of the targets would be displayed on the units display screen. When used with the Tactical Display Unit, this rifle offers unparalleled targeting and sighting. The photonic pulse shots this weapon fires are similar to photon grenades, one of the most devastating personnel weapons developed by the Federation. This weapon's use is strictly controlled and regulated. This rifle has 4 different power settings and may be set to affect everything within a radius of between 2 and 10 meters from impact, with an effective firing range of 550 meters.
The Marine photon rifle is a heavy fire support weapon and more sophisticated than Type 1A photon rifle Star Fleet Security Officers are issued. The major differences between this weapon and the Type 1A photon rifle are an increased energy reserve, and a more powerful burst (between 3 and 10 meters in radius).


Isomagnetic Disintegrator

Striker use and deployment:
A larger option for anti-armor and defense destruction. This weapon will be carried sparingly because of its large size and limited uses.

Bravo Fleet description:
The isomagnetic disintegrator is a large, shoulder-mounted weapon, resembling an ancient Earth rocket launcher. Much of the technical data on this weapon remains classified, under Star Fleet Security Directive 24168.9 Using a portable magnetic charge inducer, the weapon fires a collimated beam of isomagnetic energy which affects the targets’ inner ear, effectively stunning the opponent. On moderate settings, it causes temporary impairment of the target’s central nervous system. When fired at its highest setting, the isomagnetic disintegrator changes the target’s protonic charge, reducing it to a cloud of dust and static. The beam affects a 1-meter diameter area upon impact. The unit is powered by a heavy-duty sarium krellide power cell inserted just to the rear of the shoulder mount.


Tetryon Pulse Launcher

Striker use and deployment:
This weapon will be carried when the team is expected to encounter heavy fortifications and/or airborne craft. Carried sparingly because of its large size and limited uses.

Bravo Fleet description:
A newly designed weapon for the use by Star Fleet ground forces and security personnel; the tetryon pulse launcher is perhaps the most powerful hand held weapon in Star Fleet’s arsenal. The device was designed as a single-person plasma cannon for use against small craft and heavily fortified emplacements. Building on the success of the Avalon R&D facility to grow nearly flawless emitter crystals in a ground-based micro-gravity environment, the pulse launcher is effectively a miniaturized version of the pulse phaser used on starships. While, much of this theoretical research has been applied to the current generation of phaser rifles, making them the first true hand-held transitional-phase accelerators, the tetryon pulse launcher takes this a step further. As such, this weapon lacks the variety of power settings typical of a Type 2 or Type 3 phaser. When the trigger is depressed, the weapon fires a collimated beam of Tetryon particles, which rebound from the target to the unit, providing range and vector information to the acquisition sub-systems. A rapid-discharge sarium krellide power cell, coupled with high-speed plasma accelerator coils and a ten-stage cascading prefire chamber, allows for longer periods than previous models of phasers. The beam emerges as a focused pulse of superheated, rarefied plasma. While the typical Type 1 phaser is capable of emitting no more than 1.05 kilojoules per hour, the pulse launcher emits energy comparable to a Type 4 phaser emitter. The Tetryon pulse launcher incorporates the safety interlocks and subspace transceiver assembly common to standard-issue phasers; it is capable of firing using continuous or wide beam settings.


TR-116 Sniper Rifle

Striker use and deployment:
Used by the team sniper only in emergency situations where no other weapon will work. The pattern for replication may only be accessed by the Captain and the Striker CO concurrently.

Bravo Fleet description:
The TR-116 sniper rifle is an experimental weapon developed by Star Fleet Security. It fires tritanium projectiles propelled by expanding gases from a chemical detonation. This rifle was designed for use in areas of high electromagnetic (EM) interference (whether artificial or natural) that would render phasers useless. However the design was dropped in favor of regenerative phasers. Access to the replicator pattern for this design is restricted to Star Fleet officers. One unique aspect of the gun is its Exographic Targeting System, a separate sighting device that communicates with the weapon. The operator wears a wire frame helmet with a monocle attached over one eye, and moves a trackball located on either side of the rifle to zoom in to the target. The magazine is contained in the forward handgrip under the barrel, being removed by releasing a catch and sliding it forward. In 2375, one of these rifles was modified on Deep Space Nine with a micro-transporter connected near the barrel exit. The rifle dematerialized the bullet after firing and rematerialized it just in front of the target, and could possibly have done it inside the victim. The person responsible, a traumatized Vulcan officer, murdered several Star Fleet personnel before being wounded by another modified TR-116 and taken into custody. This weapon is not in use by Star Fleet or the Marine Corps, and the replicator pattern, if even loaded into a ship or star base's system, is under security lockouts that can be overridden only by the Captain and a member of the senior staff.


Auto-grenade Launcher

Striker use and deployment:
Generally not deployed because the team carries the Marine Assault Rifle with attached grenade launcher. If the team is not carrying such armaments, then some members will carry the AGL in order to not lose that capability.

Bravo Fleet description:
The Auto-Grenade Launcher (AGL) is a support weapon version of the grenade launcher found on the Marine phaser assault rifle. It can fire in both semi-, and full-automatic modes. In full-automatic mode, three and five round bursts can be selected, as well as what the Marines nickname "spray-and-pray" mode. This weapon uses the same rounds as the rifle-mounted launcher, but has a much more powerful graviton accelerator that allows for greater range and velocities. The weapon is equipped with a dual feed mechanism allowing for two fifty-round magazines to be loaded and the mixing of rounds during firing. The feed mechanism is also equipped for hand loading and insertion of single rounds for special purpose use. The weapons integral tripod incorporates its own inertial damping system that totally nullifies what little recoil that occurs from the weapon’s firing even at high cyclic rates. The main role of this weapon is area suppression as it can deliver a large volume of ordnance to the targeted area accurately and promptly. Though less accurate, the AGL can be fired in an indirect firing role rather than direct. This method, though not as accurate, gives the weapon the ability to fire over obstacles, and provides even greater range. Mounts for a variety of targeting and sighting aids are present. Launchable grenade round types include:

* High-Explosive Fragmentation (HEFRAG): This is the most common of the rounds. When the round detonates, it releases 300 fragments into a burst radius of 5 m. This type of grenade is designed to inflict wounds with both concussion effect and shrapnel.
* High-Explosive Anti-Personnel (HEAP): This grenade is a light armor piercing and/or bunker-busting weapon. It contains a shaped charge, which is used to blast through targeted materials. It is ineffective against heavily armored targets. It has a burst radius of 2 m.
* Flechette: This grenade is essentially a large “Shotgun” rd containing fin stabilized metallic darts. This round has a range of 30 m. Extremely effective for close in engagements such as boarding/anti-boarding operations.
* Flash-bang: Flash-bang grenades are designed to incapacitate life forms with an ear splitting sonic pulse and an extremely bright flash of light that overloads the targets' optic nerves.
* Chemical: This grenade can contain one of many chemical agents (see your medical officer for more detail). Upon detonation, the agent is spread in an approximate 10 m radius from impact.
* Beanbag: This round contains a Cyrenlon “Bean Bag” round filled with heavy polytrinium alloy "marbles" suspended in a gel. This “Bean Bag” fans out after firing to spread its impact over a wide area. The grenade is designed to incapacitate its target without doing any permanent damage. A target hit by the grenade is usually knocked down.


M-2240 Mortar

Striker use and deployment:
Deployed where a mortar style attack is deemed necessary to enhance attack on fortifications and armor or to provide cover.

Bravo Fleet description:
The M-2240 Mortar system is a self-contained short-barreled 60 mm mortar with powered elevation and servo traverse. It is also equipped with an encrypted comm. unit, inertial positioning sensor, and a computerized fire control system. This unit is the size of a large backpack and has an unloaded mass of 25 kg. To deploy the user sets the unit on the ground and folds out three stabilizing legs. The mortar is fed from a 4 rd magazine, or individual rounds can be loaded manually. One key feature is the fact that once setup, the mortar’s fire control computer can be accessed by troops with the proper codes via the mortar system's integrated communications unit. Once the proper codes are used, the unit can be targeted and fired remotely. This ability makes the unit valuable in ambush/counter ambush operations, decoy tactics, and providing fire support for units engaged in unconventional warfare operations where normal support is impractical. The rounds are propelled by a micro-graviton accelerator similar to that used in the grenade launchers. Round types include:

* Fragmentary rounds are designed to inflict wounds with both concussion effect and shrapnel. They have a 15-meter blast radius. These rounds use an ultraviolet laser fuse to determine the proper height above the ground/surface to detonate for maximum effect.
* High-explosive dual-purpose (HEDP) rounds with Passive Electro Magnetic (PEM) imaging guidance: for anti-armor (top attack), and anti-personnel missions. The round has a blast radius of only 10 meters, but has fairly good armor penetration ability. Once the round has reached its maximum height in its trajectory, the passive electro-magnetic sensor unit activates. Depending on how the unit was set prior to firing, the sensor unit locks on the selected type of energy (neutrino from a power cell, body heat, radio waves from a transmitter etc.). The unit controls a set of steerable fins on the round. This allows the round to track and hit most targets very accurately.
* Jammer round: This round does no physical damage per-se, but can cause an enemy plenty of grief. It contains a high power, short span ECM generator. This unit can interrupt and/or disrupt sensors and communications for a 2-kilometer radius.
* SEFOP Anti-Armor round: anti-armor artillery rounds are designed to strike armored vehicles from above, where they are most vulnerable. These rounds work by delivering what is known as a Self-Forging Penetrator, or SEFOP. It is a stream of molten metal that hardens into a dart shape due to atmospheric resistance. These SEFOPs travel at velocities in excess 2,000 m/s and are usually capable of punching through the relatively thin upper armor of many vehicles. These munitions are also sometimes used against underground bunkers and fuel storage sites. The now solid penetrator reduces the effect of electrostatic armor and makes explosive reactive armor completely ineffective. Once at its peak of its trajectory, it deploys a drag chute. Then a PEM sensor unit activates. As the warhead swings around under the chute, it scans for a target. When it is aimed at a target and within its effective range (100 meter radius), it simply detonates, creating the SEFOP.
* Metallic Incendiary Smoke round: these rounds are intended to obscure enemy observation/sensors. The round generates a cloud of dense smoke through the combustion of certain compounds. This smoke is heated and contains metal particulates. These factors degrade/prevent the use of IR/Thermal and certain types of active scans (LADAR, RADAR, etc).


                                                                                Explosives

Every mission calls for the carrying of some explosives. These are the typical charges found in the equipment cache of Striker.


Breaching Charge

Striker use and deployment:
Carried by the demolition specialist as deemed necessary and typically included in a mission’s parameters. Used as the preferred method of destroying any door or bulkhead.

Bravo Fleet description:
Breaching charges are self-contained shaped explosive charges used for rapid/dynamic entry. The force of their blasts are used to blowholes in surfaces to allow for rapid entry/exit from one area to another. Breaching charges come in a variety of shapes and sizes depending on the job they are intended for. Frame style charges are composed of sections of “angle iron” like structures containing a measured amount of explosive. They can be assembled into a variety of shapes and sizes. Because they are a shaped charge, the majority of the blast is focused in one direction and results in little or no back-blast or collateral damage to the surrounding area.


Projected Line Charges

Striker use and deployment:
Carried by the demolition specialist as deemed necessary.

Bravo Fleet description:
Projected line charges are suitcase-sized units. When the case is laid down of the ground and opened, a pop-up launch tube is deployed. When the unit is fired, a graviton-propelled projectile is launched. Trailing behind the round is a thin line. The core of this line is composed of a stable high explosive compound. The round trails this line out to a distance of 200 m. Upon impact down range and the settling of the line to the ground, the operator has the can command-detonate the explosive line. The resulting detonation sets off any or all mines concealed within its blast area. This in turn creates a safe passage for vehicles/personal to pass.


Photon Grenades

Striker use and deployment:
Some grenades are carried by every member of the team, generally frag and flash-bang style grenades. Since grenade launchers are typically loaded with frag grenades, most Rangers carrying the Marine assault rifle will carry primarily flash-bangs.

Bravo Fleet description:
Photon grenades are one of the most devastating personnel weapons developed by the Federation. Their use is strictly controlled and is usually limited to wartime. They are effectively a controlled version of phasers set on overload. Photon grenades emit large bursts of rapid nadion particles, which are found in phaser beams. These grenades may be set to explode upon impact, at some altitude above the ground, or at some preset time, up to 9.99 hours, after impact. Both the power level and blast radius of these grenades may also be carefully controlled. They have five different power settings from a simple stun burst to high-explosive, and may be set to affect everything within a radius of between 3 and 10 meters from impact.


                                                                   Secondary Weapons

Rangers are prepared for anything, and that includes carrying an extensive array of secondary weapons including for melee combat. These weapons are often left unused on a mission, but are easily the most sorely missed if left behind.


Type 1F Marine Hand Phaser

Striker use and deployment:
This weapon can be carried by any member of Striker who wishes to carry a more-concealed phaser weapon on a mission in addition to their other sidearms.

Bravo Fleet description:
The Type 1F is a new phaser designed at Avalon Fleet Yards' R&D. This weapon has 8 settings rather than the standard 4 of the Type 1D issued to most of Star Fleet. The Type 1F, due to this extra power availability, is the standard 'back up' sidearm for the Marines. This weapon is issued to Marine teams when having weapons visible could be detrimental to the mission. This weapon has an additional sarium krellide power cell embedded into the center section, this gives the Phaser the ability to reach the extra 4 power settings and longer power cell life. As with any sidearm, the main three type of beam are stun, heat, and disruption. The added 4 settings allow for greater precision when using these functions and a slightly increased range over the Type 1D.


Type 2F Hand Phaser

Striker use and deployment:
The primary secondary weapon of the Rangers, each team member will carry at least one Type 2 phaser on a mission.

Bravo Fleet description:
The Type 2F entered service in 2379 and is the current sidearm for both Star Fleet and the Marine Corps. This weapon has 18 settings rather than the standard 16 of the Type 2E. This weapon has additional sarium krellide power cells embedded into the center section, giving the phaser the ability to reach the extra power settings with a longer power life. As with any hand phaser, the Type 2F has four power settings: heat, stun, kill, and vaporize. The added settings allow for greater precision when using these functions. It has an effective range of 100 meters.


Bowie knife

Striker use and deployment:
Each Ranger must carry at least one Bowie knife or approved equivalent on all missions. This is important because a knife is often a Ranger’s best weapon and tool.

Bravo Fleet description:
The Marine combat knife has a multitude of uses. Without any major design changes for 300 years, the bowie knife has been one of the staple pieces of equipment for ground forces from before humans left Earth's atmosphere to today's Star Fleet Marines. Its use has changed over the years from weapon to tool, however it can still be used as a weapon should the need arise.


Stun Baton

Striker use and deployment:
At least one is carried by all members of Striker on a mission as the best non-lethal method of incapacitating a target without firing a phaser.

Bravo Fleet description:
The stun baton is the standard Marine and Security melee weapon. Capable of temporarily incapacitating a human with two blows on standard setting, the baton is a tremendously useful weapon when fighting in close quarters. The baton is extendable, and is harmless when not extended. Working from a small sarium-krellide power cell, the same power source as a phaser, the baton has sufficient charge to deal four hundred and fifty blows, on average, before requiring recharging.




                 The USS Vortex's runabout complement and their Striker uses.

Below is the list of the runabout complement and how they are generally used by Striker. We will operate with four, as opposed to the five listed in our specs, to make room for some extra equipment relating to one of them.

USS Triceratops and USS Stegosaurus
Mustang class runabouts
These three runabouts and add a level of normality and versatility. These could be used for deployment by Striker and also can fill the traditional runabout role if needed aboard the Vortex. Both are actually large enough to carry most of Striker on their own and have a relatively powerful weapons system. These are Runabouts to be reckoned with.

USS Totsum Troy
Modified mustang class runabout (with sensor and weapon pods)
This runabout supplies a large amount of support, in the way of weapons, science, and storage. Because of the two pods, this craft is especially good when Striker needs a mobile science center or if they need to fight their way into a deployment point. It's got all the bells and whistles and then some.


                                                                                                                       USS Gowgill
                                                                                                                       Modified mustang class runabout (field medical unit)
                                                                                                                       This would be Striker's mobile medical unit.

                                                                                                                       by:
                                                                                                                       Major Kyle "Bullseye" O'Brien
                                                                                                                       Former Commanding Officer, 23rd Ranger Unit — Striker
                                                                                                                       Melee Combat Specialist, Flight Specialist

                                                                                                                       and
                                                                                                                       Lieutenant Colonel Franklin Gentry
                                                                                                                       Commanding  Officer, 23rd Ranger Unit — Striker




In Character:



      The Ranger Star Cross.      

Description: A special Award that should be given only rarely and to individuals whose actions may have single handedly preserved the Federation. In 2351, Admiral Taneko, a Bolian, sacrificed his life by single handedly flying his damaged ship into the midst of Tholian forces. When his warp core blew, it took several Tholian ships with it. That preserved a Federation victory at the Mizar Incident. Dying is optional, but this is the kind of thing a Star Cross is good for.





    Medal of Valor - Ranger              

Description: Awards Marines and Rangers who put themselves in harms way during battle to achieve a mission objective or protecting his/her command. Above and beyond the call-of duty. (EX. Holding a tunnel intersection against a larger force of attackers til the rest of the unit escapes or defending those trapped there till reinforcements arrive).




 Purple Heart

Description: It should be issued to characters who are injured during combat missions.




Achievement Medal - Officer

Description: Awarded to Officers or Enlisted Personnel who put themselves in harms way to achieve a mission objective or protecting his/her command. Above and beyond the call-of duty. This medal is awarded when the actions are short earning the Star Cross.




  Achievement Medal - Ranger

Description: Awarded for exemplary service, outside of combat.


Other IC Medals and Awards:




 Joint Mission Ribbon

This one I hope to give you guys sometime in the future.








 



Discovery                           Engineering




Peace                                 Tactical

Description: These would be for achievements in these areas.


Non-Fed IC Awards:




       Sword of Kahless              Citation of Damar

Hey, it could happen! You could earn one of these!







Out of Character Awards:




Most Improved Player

Description: Issued when deserved. GM chooses when and who to award this to.




Player of the Month

Description: Issued monthly, based on GM's judgement. Awardee is voted for by everyone, using a secret ballot.




Player of the Year

Description: Issued at the end of the year, based on GM's judgement. Awardee is voted for by everyone, using a secret ballot.




Striker Medal of Achievement

Description: Awarded by GM to any player who has helped greatly to further the game (the present GM is not eligible for this medal)

Ribbons for Striker

I am bringing back some of the old IC and OOC medals (some modified) for this simm. I can't promote you all, everytime you do well, but, I can still reward you. Here are some of the awards....


​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​Well, that's it so far. If there are suggestions, I would be willing to hear them...send me a PM.


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The Ranger Rank Chart
                      The Valkyrie Class

Classification: Fighter
Length: 11 meters
Width: 7 meters
Height: 3 meters
Warp Systems Cruising Speed: Warp 2
Maximum Speed: Warp 4
Maximum Speed: Warp 4.5 (30 minutes)
Tactical Systems Energy Weapons:
4 Type-J Phaser emitters
3 Type-VII Phaser banks (2 fore, 1 aft)
Torpedo Launchers: 1 (forward)
Torpedoes: 8
Shields: Grid-projected (TDS)/distance-projected shields
Other Systems: Duranium hull and ablative armor matrix
Crew Systems
Crew Compliment: 1
Transporters: 1 (emergency beam-out)

The Valkyrie is designed to function in a multitude of environments as well as roles. To be capable in all the varied conditions the systems are designed with flexibility, versatility, and stability in mind.

Fighter vs. Fighter: Two twin phaser banks at the front of the craft give it a wide firing base and the targeting systems on the craft allow it to hit specific systems on larger ships. Typically the hard points not used, or is used to carry fuel for longer range missions. The extra mass reduces the maneuverability of the craft.

Fighter vs. Starship: Speed and maneuverability are used to keep the starship's weapons at bay. The Valkyrie typically targets systems on board the ship in able to gain an upper hand. The hard points can be outfitted with a munitions pod that can carry extra weapons such as micro torpedoes.

Ground Support Role: The Valkyrie can use thrust vectoring to fly lower and slower to support the friendly ground forces. The hard points usually outfitted with ground attack munitions of a varied kind, depending on the mission and environment.
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