Rating Assault team
These are teams of ex-criminals who are the first group to be deployed onto enemy ships, and in the defence of friendly ship, when boarding action occur they are also the most numerous of the Navy's armed personnel, kept in line by a Gang Ringleader, sergeant-at-arms or ex-imperial guard sergeant. They are generally less well equipped than arms-men, as they are not greatly trusted by the Navy with heavy weapons or equipment, they are very similarly armed to most guardsmen. A few that prove themselves can be risen to the rank of arms-men. Normally deploy either without armour, in the grey penal-legion uniform-tunic, or with a Flak-armour vest.
Weapons:
Mk XIB Mars-pattern Lasgun: Very much like the Mk XI found among the Imperial guard, with 200-2000 shots per power-pack depending on power setting, but these more specialised for boarding. Short effective range, but does more damage.
Mk VI Tempest-pattern Autogun: a .50 caliber assault rifle with limited ammo capacity but a high potential for damage.
Shotguns: A double barrelled 9-shot semi-automatic shotgun that can fire FLAK/Canister or solid slugs at a target.
FRAG/KRAK Grenades: Frag=anti infantry fragmentation, KRAK=anti-material High Explosive
Melta-Bombs: For breaching walls and bulkheads inside a ship.
Combat and utility knife/bayonet: Self-explanatory really. A Knife and bayonet for close quarters and for simple utility.
Chainsword/Chainblade: Given to leading members of the assault team, who are most trusted with carrying such a savage weapon.
Autopistol: a .50 calibre semi-automatic pistol.
Laspistol: a downscaled lasgun with less range and less power, but more shots and compact frame.
Equipment:
Combat drugs (Frenzy and Onslaught)/Chem inhaler: Frenzy is essentially used as an adrenaline rush, as the name suggests, throwing the user into an insane frenzy. The Navy taking advantage of violent tendencies of ratings in an attack.
Onslaught is more for defensive operations or for casualties: dampening emotions like fear and fatigue as well as numbing pain from injuries. Once inhaled, otherwise incapacitated soldiers can continue fighting for a while longer.
Medi-kit: a small box handed to one member of the team of ratings. Contains a few bandages, a small sterilization chamber for emergency surgeries and limited amounts of medical drugs (like anti-venom and acid-burn resign)
Vox caster: For communication with different teams and the mothership.
Dog Tags: with a serial number, ship of origin, planet of origin and name printed onto each.
Mk VII filtration device: allows ratings limited protection against nerve agents, toxins and smoky environments.
Surveyor scanner: allows early warning of threats behind walls and doors before breaching.
Flak armour: normally given to the leader of a team. Protects the wearer against shrapnel and glancing hits from small calibre weapons. Can also stop the first hit from a lasgun.
Naval Arms-men
These men and women are the core of the Navy's assault and security arm. Very well equipped when compared to their Imperial Guard equivalents, but due to their relatively sheltered lives on warships they are often less experienced in combat.
Weapons:
Mk XXIIIK Mars-Pattern 'Hot-Shot' Lasgun: Used also by Imperial Stormtroopers, these weapons are powered by a single large power pack the user wears on their back. Can fire up to 90,000 shots at max power settings before the barrel needs replacing. Named the 'Hot-Shot' for its ability to melt even power armoured targets into molten slag in just a dozen shots.
Mk XXXIIG Mars-Pattern 'Hell-gun' Lasgun: Used also by the Kasakins, these weapons are a sister-class of weapon to the Stormtrooper hotshot rifles, having a similar power-pack, appearance and feed system. But, instead of generating more powerful shots, it fires a massive torrent of much more standard las bolts creating an almost beam-like effect that can saw targets in half. Can fire up to 6 shots per second and a total of well over 400,000 shots before barrel replacement is needed.
Melta: A large and bulky weapon that fires an atomising beam of highly focused radiation at its target. This causes the target to heat up to the point where nuclear bonds are weakened, even the toughest materials melting into a slag under its beam. Used by arms-men for breaching walls and bulkheads as well as a combat weapon. Have a nasty habit of overheating.
Plasma gun: A bulky weapon that fires bolts of fusing plasma at its target, kept in a state of fusion by an electro-magnetic 'shell'. Once hit, the target being subjected to conditions comparable to what can be found inside stars. Very little survives a shot from a plasma gun, although they have a nasty habit over overheating and potentially exploding.
Shotguns: A double barrelled 9-shot semi-automatic shotgun that can fire FLAK/Canister or solid slugs at a target.
FRAG/KRAK Grenades: Frag=anti infantry fragmentation, KRAK=anti-material High Explosive
Melta-Bombs: For breaching walls and bulkheads inside a ship.
Combat and utility knife/bayonet: Self-explanatory really. A Knife and bayonet for close quarters and for simple utility.
Autopistol: a .50 calibre semi-automatic pistol.
Laspistol: a downscaled lasgun with less range and less power, but more shots and compact frame.
Plasma pistol: A downscaled plasma gun, very powerful for a pistol but overheats quicker than larger versions. Normally given to the Sergeant-at-arms.
Hell-pistol: Essentially a scaled down hell-gun. Still requires a back mounted power pack, and can fire a lower total number of shots, but can be held in one hand allowing for the use of a melee weapon. Normally given to the Sergeant-at-arms.
Chainsword: Several arms-men may be equipped with these if expected to fight an enemy in close quarters.
Power Sword: Given to the sergeant-at-arms in charge of a team of Arms-men. Very powerful melee weapon that can render armour pointless.
Equipment:
Combat drugs (Onslaught)/Chem inhaler: Onslaught is more for defensive operations or for casualties: dampening emotions like fear and fatigue as well as numbing pain from injuries. Once inhaled, otherwise incapacitated soldiers can continue fighting for a while longer.
Medi-kit: a small box handed to all arms-men. Contains a few bandages, a small sterilization chamber for emergency surgeries and limited amounts of medical drugs (like anti-venom and acid-burn resign)
Vox caster: For communication with different teams and the mothership.
Dog Tags: with a serial number, ship of origin, planet of origin and name printed onto each.
Mk XI filtration and survival device: allows protection against nerve agents, toxins and smoky environments. Also, has a limited supply of Oxygen that can be toggled on and off, allowing arms-men to fight in decompressed areas for short periods of time.
Surveyor scanner: allows early warning of threats behind walls and doors before breaching.
Navy-Carapace armour: A thick, full suit of armour, made from layers of armour composites effective enough to deflect any bullet fired at them and even survive a direct hit from a bolter. The suit is also coated in a thin layer of reflective resign, deflecting most las-weapons fired at the armour, but this can be worn off in extended combat scenarios. The Navy-Carapace armour is also complete sealed, meaning once the helmet fitted with the Mk XI filtration device is put on, the wearer can survive the ravages of space for if they have a supply of oxygen.
Voss-pattern 'Black Plate' Carapace armour: 'Black Plate' is a form of Jet-Black carapace armour that has a refractive power field around it specifically developed for the Imperial Navy. The field causing explosives to detonate premature to hitting the armour, allowing the armour composites to absorb the remaining shrapnel and explosive energy. The field also acting to disperse energy weapons, giving the wearer a high resistance to most bolter weapons, a virtual immunity to las-weapons and some resistance to melta and plasma weapons. Given the armour's complex construction process, it isn't a common set of armour, only elite Naval Stormtrooper assault teams and sergeant-at-arms being equipped with the powerful armour. The armour being so impressive, in fact, that some Imperial Naval officers wear it as a form of status. A few fortunate Imperial Guard officers also managing to get their hands on it, if they make friends in the navy. The armour is only one-step down from power armour, as it provides massive protection against all standard ranged weapons, but gives no extra protection in melee.
Naval Stormtroopers
This group is the elite of the elite in the navy. Made up of either veterans among Arms-men, or from Imperial Guard veterans and Stormtroopers, these men and women have extensive experience and training to go alongside the highest-quality gear the navy can provide.
Weapons:
Mk XXIIIK Mars-Pattern 'Hot-Shot' Lasgun: These weapons are powered by a single large power pack the user wears on their back. Can fire up to 90,000 shots at max power settings before the barrel needs replacing. Named the 'Hot-Shot' for its ability to melt even power armoured targets into molten slag in just a dozen shots.
Mk XXXIIG Mars-Pattern 'Hell-gun' Lasgun: Used also by the Kasakins, these weapons are a sister-class of weapon to the Stormtrooper hotshot rifles, having a similar power-pack, appearance and feed system. But, instead of generating more powerful shots, it fires a massive torrent of much more standard las bolts creating an almost beam-like effect that can saw targets in half. Can fire up to 6 shots per second and a total of well over 200,000 shots before barrel replacement is needed.
Melta: A large and bulky weapon that fires an atomising beam of highly focused radiation at its target. This causes the target to heat up to the point where nuclear bonds are weakened, even the toughest materials melting into a slag under its beam. Used by arms-men for breaching walls and bulkheads as well as a combat weapon. Have a nasty habit of overheating.
Plasma gun: A bulky weapon that fires bolts of fusing plasma at its target, kept in a state of fusion by an electro-magnetic 'shell'. Once hit, the target being subjected to conditions comparable to what can be found inside stars. Very little survives a shot from a plasma gun, although they have a nasty habit over overheating and potentially exploding.
Shotguns: A double barreled 9-shot semi-automatic shotgun that can fire FLAK/Canister or solid slugs at a target.
FRAG/KRAK and Plasma Grenades: Frag=anti infantry fragmentation, KRAK=anti-material High Explosive, Plasma=a mini fusion reactor. Explodes violently and leaves behind a pool of super-heated plasma.
Melta-Bombs: For breaching walls and bulkheads inside a ship.
Combat and utility knife/bayonet: Self-explanatory really. A Knife and bayonet for close quarters and for simple utility.
Autopistol: a .50 calibre semi-automatic pistol.
Laspistol: a downscaled lasgun with less range and less power, but more shots and compact frame.
Plasma pistol: A downscaled plasma gun, very powerful for a pistol but overheats quicker than larger versions. Normally given to the Sergeant-at-arms.
Hell-pistol: Essentially a scaled down hell-gun. Still requires a back mounted power pack, and can fire a lower total number of shots, but can be held in one hand allowing for the use of a melee weapon. Normally given to the Sergeant-at-arms.
Chainsword: Several Stormtroopers may be equipped with these if expected to fight an enemy in close quarters.
Power Sword: Given to the sergeant-at-arms in charge of a team of Stormtroopers. Very powerful melee weapon that can render armour pointless.
Equipment:
Combat drugs (Onslaught)/Chem inhaler: Onslaught is more for defensive operations or for casualties: dampening emotions like fear and fatigue as well as numbing pain from injuries. Once inhaled, otherwise incapacitated soldiers can continue fighting for a while longer.
Medi-kit: a small box handed to all Stormtroopers. Contains a few bandages, a small sterilization chamber for emergency surgeries and limited amounts of medical drugs (like anti-venom and acid-burn resign).
Field Recovery and Revival Unit (FRR-U): Given to the medic in the team, allows the Stormtrooper to revive downed members of the squad and provide things like skin-grafts and blood-plasma transfusions in the field. Able to heal otherwise lethal injuries.
Machine-Spirit Scrambling Unit (MSS-U): A complex piece of equipment that houses a powerful machine spirit, its rarity meaning only the most elite units are trusted with deploying it and only on high-profile or extremely dangerous targets. In an attack on an enemy ship, this is deployed immediately, allowing the machine spirit to get loose into the ship. If the ship is sufficiently small, the machine spirit can even overwhelm its systems completely and either leave it adrift or start shooting at friendly shipping, but otherwise opening bulkheads and scrambling targeting systems damaging the ship's ability to fight and defend itself against further boarding action.
Vox Interdiction and Interception Unit (VII-U): Equipped to one member of the team, allows them to silence all enemy communication on a ship they have boarded, preventing them from coordinating a defence or relaying messages to other ships. Can also be used for intercepting and hearing enemy transmissions, providing vital information for the team and the wider fleet.
Vox caster: For communication with different teams and the mothership.
Dog Tags: with a serial number, ship of origin, planet of origin and name printed onto each.
Mk XI filtration and survival device: allows protection against nerve agents, toxins and smoky environments. Also, has a limited supply of Oxygen that can be toggled on and off, allowing arms-men to fight in decompressed areas for short periods of time.
Surveyor scanner: allows early warning of threats behind walls and doors before breaching.
Voss-pattern 'Black Plate' Carapace armour: 'Black Plate' is a form of Jet-Black carapace armour that has a refractive power field around it specifically developed for the Imperial Navy. The field causing explosives to detonate premature to hitting the armour, allowing the armour composites to absorb the remaining shrapnel and explosive energy. The field also acting to disperse energy weapons, giving the wearer a high resistance to most bolter weapons, a virtual immunity to las-weapons and some resistance to melta and plasma weapons. Given the armour's complex construction process, it isn't a common set of armour, only elite Naval Stormtrooper assault teams and sergeant-at-arms being equipped with the powerful armour.
The Stormtrooper black plate is normally lined with blue, to denote they are Stormtroopers, and gold if they are a Stormtrooper sergeant-at-arms.
