MACO Team 9

Name: MACO Team 9

Organizer: @Sam

Recruiting Status: Open

Typical RP Type: (Social / Free-form / Structured / Gameplay) < yes that is all of them.

Event Schedule: Varies

Additional Requirements: MACO only. Must be MAJ or below, lower ranks preferred.

RP Details / Restrictions:

  • How often does the team visit the starbase?: The team is stationed on the base permenantly.
  • Non-team RP allowed while team is on a mission: Yes, timewarping.
  • Players allowed to use the team when the CO is not online: yes, no warcrimes.

Open Positions:

  • Any MACO role
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MACO EQUIPMENT

Whilst MACO can get the job done with the most rudimentary equipment, having a good loadout helps. MACO Team 9 members are kitted out with the standard equipment that all MACO get.

Uniform

MACO members follow the uniform code. Both officers and enlisted members will wear the service uniforms when on duty, and the excursion uniforms whilst on a mission.

The excursion uniform, in particular, is designed to be rugged, able to withstand many different climates and environments. Their design enables them to act as lightweight armour, resistant to close combat weapons and are able to mitigate the damage from enemy fire. The excursion outfit is just an outer shell. Underneath the jacket, one would wear shirts or vests as undergarments; in the heat, the outer jacket may be taken off.

These should be people’s go-to choices for uniforms, especially for in-game use. Other variations may be permitted, but only after talking to the team lead or GM.

Armour

For general use, the excursion uniform is enough. However, there may be times where a MACO is moving into an environment that forces them to wear heavier armour. This armour is the default MACO armour as seen in-game. This armour is heavy-duty, designed to protect the wearer from many types of attacks. The armour itself is rated for space wear and can act as an EV suit; the helmet can retract into the neck as needed. The armour comes with shielding, which is able to absorb shots. The MACO armour also has chameleon like camouflage that adapts to the environment the wearer is in. This does not render the wearer invisible; it merely ensures the operative is not wearing jungle camo in a desert environment.

The MACO armour is smart armour, designed to assist the wearer. Though not as lightweight as the excursion gear, the armour is light enough to not hinder mobility. The helmet has an inbuilt HUD and targeting systems. When damaged, the suit is able to repair itself, provided the damage is minor (for example a cut or a graze). The suit can provide basic medical assistance, such as the administration of hyposprays and to seal wounds. It can also provide basic defibrillation functions.

The armour is worn on top of the excursion uniform. Each member of MACO is given a set of MACO armour as standard and is highly trained in their use, including being able to conduct diagnostics of broken systems, and being able to get in and out of the armour quickly.

In-game, you do not have to have to wear the MACO armour (the armour itself is locked behind reps which take ages to grind). You can simply say you are wearing the armour, or just wear any EV suit.

Weapons

MACO are trained in a variety of weapons, including the use of weapons that may be found all over space, such as Klingon disruptors. Standard MACO gear is as follows:

  • Type 3 Compression Rifle. A more powerful variant of the Type 3 phaser, the compression rifle can fire greater velocities at a greater range with greater accuracy. Inbuilt targeting sensors, adjustable scopes, and selectable fire settings mean that the rifles can be used in almost any engagement. The rifles fire modulated blasts, to stop Borg adaption. They have twenty power settings, four more than the Starfleet variant. They default on stun.

    Like MACO members themselves, the compression rifle is designed to be versatile. They can be modified to perform various roles, such as sniper rifles, or even light machine guns. These modifications are often done by weapons specialists prior to the missions, but combat engineers are also able to make these modifications on the field.

  • Type 2 Hand Phasers. Each member of MACO is equipped with a Type 2 phaser as their secondary weapon.

  • Stun Baton and a Combat Knife. For subjugation of hostiles, every member of MACO is given a retractable stun baton and a combat knife.

  • Stun grenades. Three are carried by every member. These have varying powers which can be set before throwing them. They can either be triggered by a timer, or upon impact, all of which can be set by the user.

  • Smoke grenades. Two are carried by each member. These can also be configured in terms of smoke colour and intensity. The smoke defaults to last 90 seconds, but it can be configured to last for up to five minutes.

Equipment

MACO are given equipment in the knowledge that they will have to survive extreme environments for long lengths of time. Whilst it would be impractical to provide resources for long lengths of time behind enemy lines, MACO are given equipment and trained to use the resources they have to extend their survival. The only limits here are that of the MACO personnel’s inguinity and imagination.

  • Combadge. A standard combadge includes a tracking device, recording equipment, can monitor vitals, and be used for communications. Frequencies can be changed to prevent others from listening in.

  • Tactical Webbing. Inbuilt to the excursion outfit, the tactical webbing is used to carry items on the body of the operative, as well as being able to be taken off for use as a rope. The webbing is lightweight and very strong.

  • Night Vision Goggles. Whilst the MACO armour’s headset and the Type 3 rifle’s sight come with inbuilt night vision and thermal tracking, each operative also has night vision and thermal goggles as part of their kit.

  • Gas mask. These masks are there to protect against dangerous chemicals in the air.

  • Special Utilties Device (SUDs). These multifaceted devices are shaped like a small grey cylinder, roughly 30cm in length. They can be deployed as various devices, such as a shovel, a periscope, pitons for climbing, an anchor to attach ropes to, etc.

  • Phaser Power Packs. Whilst MACO weapons are designed to be as efficient as possible, each operative is given two additonal phaser power packs. These are designed to last for up to six hours of continous usage, each.

  • Canteen. All operatives carry a two litre canteen to hold water. The canteen has a built in purifier to clear water of most contaminents to make it safe to drink. When using the MACO armour or wearing a gas mask, a tube enables you to drink from the canteen without the need to take off the headgear.

  • MREs. One pack is designed to give you the necessary calories and nutrients for seven days. The food is condensed into cubes which can then be consumed with or without hydration.

  • Chronometer with in built compass. Although the PADD is a more sophisticated device, each operative is given a chromometer with a analogue display and a compass. The chronometer is synced automatically to the Team Leader and is universal amongst all MACOs in the field. The chronometer also contains a tracking device and can be used as a GPS system; should the MACO lose their combadge, the chronometer can also be used to locate the operative.

  • Medical Kit. This contains hyposprays with inserts to treat burns, cuts, stings, chemical injuries, open wounds, broken bones etc., as well as containing the necessary painkillers. They also contain bandages and tourniquets. The medical kit also contains a portible defibrillation device.

  • PADD and Tricorder. Everyone carries one.

Specialised Equipment (WIP)

In addition to the above, specialised MACO operatives carry special equipment to ensure the succesful completion of a mission. A good MACO team has a variety of specialised operatives.

Infantry

The infantry is the broadest category of MACO, as most operatives are in this category.

Sharpshooter
Demolitions
Assault and Infiltration

Combat Engineers

Combat engineers come in may forms. Their role is to help the team by either using drones and devices in support, or to attempt to hack and bypass enemy equipment in attack. They are adept at using various forms of equipment and technology.

Combat Medics

Combat medics focus on treating injury in the field. They are equiped to be hard to target as well as being lightweight to be able to move across the battlefield to render aid when necessary. Combat medics are able to set up mobile medical bases to perform surgery in the field if necessary.

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