Marine Department

Marine Department

This article deals with the Marine Department aboard the Genesis.

A Marine company is assigned to the Battlestar Genesis. It is responsible for internal ship security and boarding actions, and it functions as a complete infantry group in major military actions.

History

The Colonial Marine Corps (CMC) is a branch of the military, separate from the Colonial Fleet, responsible for ground warfare and naval security. Elements of the CMC were found across all Fleet vessels and stationed on all Colonial worlds, serving as a rapid response force to maintain civil order and national security.

Before the War, the Battlestar Genesis functioned as mobile headquarters for the Battalion under the command of Major Stiger. The There are three companies.

With Major Stiger now dead, Major Gaelan has assumed the reins and is leading the Marines, along with his counterpart, Captain Desusa who runs the Pandora.

Command Structure

Marine-orgchart.gif

Staff Officers

Main article: S Officers

The battalion CO is assisted by a headquarters unit consisting of four staff officers, their aides, and some other sundry clerks and administrative personnel. Each officer has a particular area of expertise and counsel the company CO in military matters. Contrary to the Colonial Fleet, which makes a formal distinction between line and staff officer, all Marine officers are authorized to command a combat unit. Staff officers, however, rarely exercise this ability and do so only at the pleasure of the CO.

The aide is typically an ensign, freshly graduated from Officer Candidate School, in a transitional posting to gain experience before moving on. They are limited duty officers and cannot command.

Military Police

The missions of the military police detachment are enumerated as follows:

1. maintain order aboard ship
2. keep control of small arms lockers
3. police the brig
4. provide for the safety and escort of prisoners
5. monitor critical ship locations
6. investigate crimes aboard ship, if directed

The chief MP NCO aboard a ship is the Master at Arms, informally known as the Sheriff. Although the Master at Arms supervises the military police staff, they ultimately answer to the battalion S2. Military policemen are the only enlisted group empowered to detain individuals.

In fulfilling the first duty, the Master at Arms coordinates sentry rotations with each platoon sergeant to ensure that the Battlestar is adequately guarded and patrolled. This is one of the few established routines that do not involve officer participation.

Combat Medicine

Trained as Marines and educated as medical staff, the combat medic occupies a peculiar middle ground, separate from the Genesis' Medical Department. Medics are embedded within the infantry platoons, and there are two assigned to the basic training program.

In addition to the medics, at least one soldier in each squad is trained as a "combat lifesaver", which is essentially a mini medic.

Scout Sniper Team

The scout sniper team (SST) is an elite, eight-member stealth reconnaisance unit. It is responsible for gathering intelligence on the enemy and disrupting their free movement by eliminating leaders and vital assets through long-range sniper shot. Because the Battlestar is space side and rarely conducts operations that require the skills of the scout sniper team, it is a pro re nata unit, forming only as needed. Members maintain other positions within the detachment.

Training Detachment

The training detachment, part of the HQ company, handles the marine Basic Training program. Its members also assist in department-wide training exercises and other specialty training.

The Squad

Marines-squad.gif

The basic fighting unit of the Marines is the squad. It is comprised of eleven Marines commanded by the squad leader (SL), a non-commissioned officer of rating E-4 or above. Continuing the rule of threes, the squad is divided into three four-man fire teams, with the squad leader acting as team leader one. Each member of the squad has an assigned role:

* Team Leader (TL) The team leader executes instructions from and assists the squad leader in the performance of a task. The TL controls the movement of his fire team and directs areas of fire. The TL is typically a lance corporal or corporal and is a rifleman.
* Rifleman (R): The rifleman is armed with with a carbine or assault rifle. Given the heavy armor of the Centurions, the assault rifle is usually the weapon of choice.
* Grenadier (G): The grenadier is armed with a carbine or assault rifle with an attached underbarrel grenade launcher. The grenades are fragmentary and designed for safe use aboard ship, and they are one of the most effective weapons against Centurions.
* Automatic rifleman (AR): The automatic rifleman is armed with a squad automatic weapon (machine gun). The high stopping power and rate of fire of the SAW make it ideal for confronting bunched groups.

If necessary, one squad member certified in field communication is given a long-range backpack wireless and acts as the Wireless Operator (WIRELO). A Marine's team assignment and role is not static and may vary from operation to operation.

Uniforms

Main article: Marine uniforms

Marine-uniforms.gif

Thematic Information

Over the course of the game, certain matters of theme are clarified by staff or players and collected here for posterity.

Marine Officer of the Watch

The most senior Marine officer on duty is assigned the title of Marine Officer of the Watch (MOW). The MOW functions as the commanding officer of all Marines currently on duty and is responsible for resolving any problems that may require Marine involvement. He or she is directly commanded by the Combat Information Center, even if the CIC is staffed by Fleet personnel of lower rank.

The Marine Officer of the Watch can issue orders to Marines not normally under his command. However, if the MOW cannot resolve a situation or if the situation warrants further attention, it is his or her responsibility to activate the next-senior Marine and transfer the title to that individual.

All marine officers rotate through taking turns as MOW.

Responsibility of a Sentry

The General Orders for Sentries, of which all United States armed forces has some version of, does exist in the Colonial Marine Corps and applies to all Marines on guard duty. The IC version is enumerated here:

1. I will guard everything within the limits of my post and quit my post only when properly relieved.
2. I will obey my special orders and perform all of my duties in a military manner.
3. I will report violations of my special orders, emergencies, and anything not covered in my instructions to the Marine Officer of the Watch.

Only the company commander, the Marine Officer of the Watch, or a military officer of grade O-5 or above may prematurely relieve a sentry of his or her post, and this action is required to be documented after the fact. Any order given to a sentry that would compromise his or her duties as outlined by the General Orders may be ignored and reported to the Marine Officer of the Watch. Finally, sentries are expected to be seen, not heard, and should not carry on conversation or otherwise convey the impression of lax attention.
Watch Duties

Each day is divided into three, eight-hour watches, with each watched manned by a platoon. The odd platoon out does training exercises and devotes one fireteam on each watch to supplement security on the civilian ships. The platoons rotate so that no one platoon is constantly stuck with the night shift, and so that each gets a turn for training.

Because a squad is cumbersome to maneuver aboard ship, the operational unit during condition three cruising is the four-Marine fireteam. In a typical watch, four fireteams perform fixed patrols, guarding critical areas, two fireteams perform roving patrols throughout the ship, two fireteams are assigned to civilian security and one fireteam remains on deck eleven to act as a rapid response team.

* Fireteam 1: CIC & Engineering
* Fireteam 2-3: Port/Starboard Hangar Bay
* Fireteam 4: Gun Gallery and Flight Control
* Fireteam 5-6: Roving patrol
* Fireteam 7-8: Assigned to a civvie ship for security detail (supplemented by one fireteam from the fourth platoon)
* Fireteam 9: Alert team (stationed on deck 14)

Active military policemen are usually given some autonomy to perform their own actions, but they are subject to assignments as dictated by the MOW, and may form security details to investigate disturbances not serious enough to warrant an alert team.
Detainment Versus Arrest

Any officer may arrest an individual of equal or lower rank in accordance with military law. Military policemen, being enlisted, are not entrusted with the power of arrest. However, they may perform a similar action, called detainment, which has the same physical effect as an arrest: the individual is placed in irons and transported to the brig.

Detainment, unlike arrest, is non-binding and lasts for a maximum of three hours. During this time, the detaining MP is expected to contact the detainee's commanding officer, who will then make a decision on whether to arrest or not.

Further Reading

For those interested in learning more about the military mindset and those seeking to better inform their roleplay. The U.S. Army has released the bulk of their field training manuals for public review, many of which are particularly relevant (all HTML). Please note that the information in these documents do not reflect theme or canon.

* 7-8: Infantry Rifle Platoon.
* 19-15: Civil Disturbances
* 23-10: Sniper Training
* 3-19.1: MP Procedures and 3-19.4: MP Leaders Handbook

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