IMTU (which is TL12 max):
- Solar Triumvirate Marines use Gauss Rifles (with underbarrel RAM grenade launcher, same stats as LBB4, but not a "rifle grenade" but an underbarrel launcher) as their main firearm, with PGMP-12's and TAC missiles for support; they use cutlasses for training and excersize purposes only, and use bayonets in melee combat instead. Alliance Marines skip the cutlass altogather and go straight to the bayonet. All Marine forces are TL12.
- The Solar Triumvirate Army Infantry uses mostly locally-available (i.e. by world TL) rifles, progressing to Assault Rifles by TL7 and to ACRs by TL9; Gauss Rifles exist in TL12 forces but are used mostly for sniper and marksmanship purposes due to expenses and logistics issues (TL12 world's aren't THAt common IMTU).
- Solar Triumvirate Army Artillery and Cavalry use SMGs as self-defence weapons; by TL7 they switch to Assault Rifles with folding stocks (for easier carrying and stowage, think Galil MAR). Artillery Forward Observers carry Laser Carbines by TL8 and Laser Rifles by TL9 for target designation and self-defence applications.
- Solar Triumvirate Commandoes of all kinds mostly use Gauss Rifles or SMGs (varied by mission), as well as detachable bayonets for close-in work (usable either as a rifle bayonet or a dagger); other weapons are issued to them as the mission demands (anything from knives to suitcase nukes).
- The Solar Triumvirate Navy issues Laser Pistols (they are TL11, right?) to all sailors as their sidearms, as these weapons are useful in Zero-G (no recoil) and vaccuum (great range) as well as in many kinds of atmospheres, and are easily recharged on shipboard (no ammonition needed!); each sailor is also provided with a multi-purpose knife. Laser Carbines and Laser Rifles are also available for Away Mission use.
- The Solar Triumvirate Exploration Service (STES, Scouts-equivalent) issues auto-pistols and Blades to its members as sidearms; Carbines, Shotguns, Machetes and Body Pistols are also available as standard equipment in Scout-ship lockers. Other weapons are issued as the specific mission requires. The key here is relayability and versatility.
- Due to the risk of piracy, and, far more often, privateering-wars between corporations, Merchant (especially corporate) Ships in the Solar Triumvirate are allowed to carry weapons under the following regulaions:
1) All personal slug-throwers (i.e. anything from a body pistol to a Gauss Rifle, but not LMGs or above) are allowed for Merchant ship use, as are all normal melee weapons and personal Lasers (Carbine, Rifle and Pistol).
2) A Merchant vessel is allowed to carry 2 slugthrowers, one laser and three melee weapons per crew member, as well as ten full clips/reloads (or three power packs for lasers) for each weapon; any more requires an Arms Dealer's Lisence.
3) Merchant crews are allowed to carry their weapons onboard their ship and inside the starport, but outside the starport local world regulations (i.e. Law Level) apply.