Hawkeye Island Armory

A  Marine is one with his rifle; inseparable and together deadly, his rifle will bring him home.

    The Federation's military technology is a very powerful asset, but the weaponry's lethal capacity is magnified by the highly trained person operating it. Below is the gear that personnel wear and operate.

Starfleet Marines Standard Equipment List

Trikevlarite is a somewhat flexible fiber material that provides good
protection against shrapnel, and helps disperse the energy of a phaser
blast. A sharp tip can penetrate between fibers, so it is usually
reinforced with another material. It is often put over a metal surface
not only to provide extra protection, but to eliminate the chance of
light reflecting and being seen.

Underneath the armor, a marine wears a two-piece water resistant body
suit and gloves.

Combat Utility Uniform: The outer-most covering of the marine, it is automated to blend in with the environment, whether it is urban or winter. Looks similar to marines today.

Tactical Helmet: This is worn in the field by every marine in every
combat situation. Its most obvious purpose, protecting the head, is
almost secondary to the electronics held within.

The helmet casing is 2.5 cm thick, and is constructed of duranium
covered with trikevlarite. It is nearly perfectly resistant to
projectiles, such as shrapnel or bullets. A marine wearing a helmet in
good condition will almost never suffer injury or death as a result of a
projectile breaching the armor. Instead, the vibration and shock of a projectile
large enough and fast enough to break through the helmet would kill him
before the missile itself would contact his skull. It is also resistant to phaser fire, though it can not survive a few direct hits from a weapon set to a disruption setting. A rebreather with goggles can be attached to the helmet to allow the marine up to
five hours in an unbreathable atmosphere.

Combat armor: There are three levels of combat armor worn by Starfleet
Marines.

Level one armor is designed to provide the highest degree of flexibility
and stealth while providing protection, and is usually worn by recon
teams. A light vest made of trikevlarite is worn over the battle dress
uniform, covering the torso, but no the arms or crotch. The vest, like
all those worn by marines, contains a computer and some jamming
equipment, controlled through a pad worn on whichever forearm the
individual marine prefers. It has numerous pockets on the front, which
can hold grenades, power packs, or whatever else might need to be
accessed quickly. The vest protects well against shrapnel and bullets,
and disperses phasers set on stun. High phaser settings will cut
through it quickly. Trikevlarite pads are worn on the knees and elbows. There is no reason why a recon team would not use level two armor. Recon teams are standard infantry anyway, (Unless you mean Force Recon, SpecOps, which is a whole other story.) I think that Level 2 armor should be the Standard Armor, and I think the Level 3 Armor is a sketchy idea, as you will read.

Level two armor is the standard level worn by marine infantry, providing
a good balance between protection and maneuverability. A vest made of
thin duranium plates covered with trikevlarite covers the torso,
including the crotch. It is resistant to all phaser blasts short of
disintegration settings. A high intensity heat setting at point-blank
range will burn a small hole through the armor in about four seconds.
At disintegration levels the vest usually protects the wearer for a
short time, but it won't last long under heavy fire. Thick pads of
trikevlarite are worn at the elbows and knees. I think for repelling phaser blasts, go this: Standard Armor (Level 2) can repel a Federation Phaser on Setting 5 for a duration of one second repeatedly without the armor loosing cohesion. As for projectiles, the armor is capable of repelling a projectile at 1000 meters a second and up to 200 grains of weight. Although the armor can do this, you must remember that the concussion of the projectile striking the armor would kill or severely injure a marine far below the said maximum. So, it does not matter if the armor can repel the most powerful slugs if the force of the impact will kill the marine anyway.

Level three armor is routinely worn by demolitionists, and by infantry
when protection is more important than speed or stealth. Thick plates
made of duranium and other materials found in starship hulls, covered
with trikevlarite, cover most of the body. Even after repeated hits
from phasers set to the highest settings, the marine inside will remain
unharmed. It is impervious to fire and medium-caliber projectile
weapons. As mentioned above, the force of a projectile powerful enough will kill or injure the marine anyway. As for deflecting even the highest energy setting, a Type 3 Rifle at even a middle-ranged setting packs quite a punch against infantry. To deflect the highest setting or even the modest middle settings would require some form of a mechanized suit around the marine, because the sheer weight of the armor would be too great. For the mechanized suit idea, we could maybe throw up some ideas on the Marine Command list.

Electronics:

Most of the electronics can be controlled through a control pad on the
marine's forearm. The helmet is connected to the vest through a cable,
that can be easily connected and disconnected.

The helmet contains all the marine's communications equipment. Though
it has an open face, the microphone can be set to a high enough
sensitivity that all the marine must do is sub-vocalize in order to be
heard. The earpieces are designed so that nobody but the wearer may
hear incoming communications. The helmet can be programmed with
multiple channels, accessible through both a control on the wearer's
forearm, or a switch on the side of the helmet. The comm unit is
encrypted, and has the same range as a standard communicator badge.

The helmet has a pull-down visor that can display a great deal of
information, and acts as the visual interface with the helmet's computer
software. Standard functions, which can be toggled on and off,
include: a map of the area, updated in real-time with known enemy troop
movements when possible, as well as the wearer's current location
according to a global-positioning unit; a list of mission objectives;
image enhancers that make use of existing light to give the wearer night
vision; infra-red imaging to locate heat sources; a zoom function,
allowing the wearer to focus on objects at great distance; a video hook
up to cameras on surveillance devices, etc; and a hook up to a targeting
camera that can be placed on a rifle (this is rarely used, as most
marines find it awkward.) The helmet can also provide increased
sensitivity to external sounds, and can detect motion up to fifty meters
away. It should be noted that using any of the above equipment that
requires active scanning or transmissions can reveal your position to an
enemy with sophisticated sensory equipment. The electronics are
shielded well, but not perfectly.

Other electronics are located in each variation of the armored vest.
Specifically, the vest helps mask the marine from enemy sensors by
blending in with surrounding life-signs. This keeps the marine
practically invisible in, say, a forest, but is not as effective in
barren locations. In areas devoid of any life, an alternate masking
package can be installed, which masks all life-signs. In a forest, this
would mean that sensors would show an "empty bubble" where the marine
is, with all life immediately around the marine being masked as well.
Therefore the second package is useless in an area full of life. In an
environment between these two extremes, neither package may work
perfectly, but the exact number of marines can be hidden.

The vest also reads the marine's vital signs. If the marine is killed,
or stunned, all data in the computer is wiped so that it can not be used
by the enemy. The marine can wipe the computer at any time via the
controls located on the forearm.

Equipment:

Infantry Backpack: This is just what it sounds like. It is a large pack
worn by marines. It has a large central storage area, and several
smaller pockets. Its straps have a quick release so that the marine can
drop it immediately should the need arise.

Canteen: This holds and refrigerates a liter of water.

Compass/GPD: In case the helmet's systems are unavailable, each marine
carries a small compass with the ability to find its current coordinates
through any available ships or satellites in orbit.

Shovel: This is a small titanium shovel. It is used to dig trenches. A
phaser can sometimes be used for this job, but it wastes power and draws
attention.

Flashlight: A flashlight that can attach to either the wrist or a rifle.

Thermal blanket: A survival blanket that keeps you nice and warm at
night.

Medical kit: This contains a hypospray with painkillers and anti-toxins,
a roll of bandages, a dermal regenerator, and a medical sensor.

Expanded Medical Kit: Used by medics, this contains extra supplies of
all the items found in the standard kit, plus a full medical tricorder,
local and general anesthetics, a laser scalpel, and some tools often
needed to create medicines from local vegetation.

CT-38 Combat Tricorder: Carried by all marines, the combat tricorder is basically a standard tricorder with dimmer display with a lid over it, and a more shock-resistant casing. It has a regular operation mode or a passive mode with none of the characteristic sounds. The tricoder can be uploaded with any information that pertains to the mission, and by default carries information pertaining to that marine's position. It also can be connected to the helmet, so it can be used hands-free during a tactical situation.

Two-man tent: These are deployed on some missions. They are resistant
to the environment, weigh little, and roll up small enough to easily
hook to the side of a backpack.

Weapons:

M-1 Hand Phaser:
The standard Starfleet phaser's broom-stick style and pad fire system is not very friendly in combat situations. To help accommodate marines, the M-1 has a more angled grippable stock, and a traditional trigger system. It has the same capabilities as a Type-IId phaser, with a small pad on the side for phaser settings and energy cell status (stored in the stock.)

Type-IVb Pulse Phaser Rifle: With attachable bayonet. Increased counter-measures against dampening. Also can have the attachable grenade launcher. The standard rifle of the Marine Corps infantry. All marines are heavily trained and qualified in the use of this weapon, regardless of whether they are a grunt or in the office.

M-382A1 Carbine: Similar to the Starfleet Type 3. A light phaser rifle meant for quick discharge in close quarters.

M-840 Compression Phaser Rifle: Used by a Squad's light weapons specialist, this compression rifle supports the unit with its powerful phaser barrage. This is the fire support of a unit, providing a strong offensive and defensive edge while operational. In today's weaponry, it can be compared to an M-60 in terms of impact on the battlefield.

LRP-493 Sniper Rifle (Projectile Weapon): A 6.34mm projectile weapon fired electro magnetically. Can accurately hit targets at a maximum range of 4km, but average effective range is 2km. It has a 8-round magazine, and can be discharged in 12 seconds.

S-4A Combat Shotgun (Projectile Weapon): "If the wheel 'aint broke, don't fix it." An invaluable weapon for Close Quarters Combat. It is also a strong back-up for Borg conflicts.

Below is the gear for a standard Infantryman. Senior NCOs and Officers, officially, their primary weapon is a sidearm. However, they can take whatever they like. Marines can usually take whatever secondary weapons they prefer, but the one thing you have to realize is that an extra shotgun or few magazines can cause the weight on the marine to be unbearable. So, a human marine cannot pack too much, but stronger species obviously can.
Also, if a marine for example is a Light Weapons Specialist, he will obviously carry different gear/weapons. This list is for the standard rifleman, which most marines are.

1: Infantryman (All marines are infantrymen and are thoroughly trained as a riflemen, even if they are actually pilots or part of a tank crew.)

Weapons:

-Primary: Type-IVb Pulse Phaser Rifle with several additional energy cells.

-Secondary: Type-IId Hand Phaser, but if approved, the M-1 Hand Phaser. Both with several additional energy cells.

-Four Photon Grenades (Other grenade types can be specified as required)

-One close quarters weapon (a combat knife by default; with the CO's
permission he may carry another weapon of similar size instead)

Other Equipment (Necessary things that are missing can be obviously added in with common sense):

-Level 2 Armor

-Infantry Backpack

-Canteen

-Compass/Geo-Positioning Display

- CT-38 Combat Tricoder

-Shovel

-Flashlight

-Medical Kit

-Thermal Blanket

- Field Rations