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Standard Operating Procedure

The Standard Operating Procedure (SOP) defines the common behavior that operatives follow during an operation. A host can always make exceptions. Otherwise, the following apply to all operatives regardless of roles.

A) Use the equipment your role would use

This applies to equipment found on the field. If you are a machine gunner, stick with a light machine gun, do not grab sniper rifles and AT launchers. If you are a rifleman, do not carry a mine detector. Exceptions are:

  1. Last Resort: You may use equipment meant for other roles as a last resort. If you are facing a tank, and your AT specialist is unconscious, and then you may use their launcher as a last resort.
  2. No Ammo and no choice: if your primary weapons runs out of ammo, your operatives have no ammo to spare, and there is no safe way to resupply, then you are able use other weapons found on the field.

B) Use the gear provided to you by the host

To identify operatives correctly, only use your faction’s uniforms, vests, headgear, and other wearable equipment. Do not pick up foreign gear from enemies’ inventories.

C) Finish combat before resupplying

Use your remaining ammo until it runs out or the combat is over. Never ignore combat to search for equipment. Aforementioned exceptions apply here too.

D) As foot infantry, you cannot operate tracked/armored vehicles

Only crewmen are permitted to operate the driver, commander, and gunner positions. Exceptions are:

  1. Squad Leader’s Discretion: If the vehicle is fully operable and armed, the squad leader may designate operatives to crew the tracked/armored vehicle. If the vehicle is broken or without ammo, the squad leader must ignore the vehicle.
  2. Static Turrets: You are permitted to use turrets like heavy machine guns, AA statics, AT guns, and other static, crewable weapons as any role.

E) Stay within earshot of your leader

If you are without a radio, make yourself obvious and visible to your leader. If you are with your radio, announce your movements if you are ever away from your leader.

  1. Do not lead your teammates if you are not a leader. Do not do the leader’s job. Stick with their plans as much as possible.
  2. If you want to split from the team, ask the leader to move independently and bring a battle buddy.

F) Only leaders can discuss strategy

The squad leader decides the overall plan and the team leads must support it. Team leads are still able to suggest alternatives to the squad lead’s plan.

  1. Do not delay ops with planning. Delegate team tactics to team leaders and focus on making the overall plan.
  2. If you wanted a different plan, you should have signed up as a leader.
  3. Do not agitate a leader, you can be removed from the op.

G) Squad leaders and radiomen follow radio etiquette when communicating with the host.

  1. Use appropriate callsigns. If your squad is Bravo, call yourself Bravo. If the Host is in FOB Iron, call them Iron.
  2. When calling fire support on a position, call out GRIDREF and a numpad key on the position. Do not expect the host to read your map markers.
  3. If there is a radio call towards you, try to respond so the caller does not feel ignored.

H) Hold fire unless told otherwise.

Your Rules of Engagement (ROE) is always to hold fire unless your leader says otherwise.

I) During active combat, leave healing to medics

Do not help the medic heal other operatives unless they ask. You should be fighting as much as possible to protect the medic.

  1. Medics should heal people in this order: VIPs, themselves, other medics, leaders, everyone else.

J) Smoke colors and their meanings

Smoke grenades and flares can be essential when calling in air support or making friendly/enemy positions from afar or when radios are inoperable. Color coordinate is:

  • White/Yellow: Concealment smoke
  • Green: Friendly position
  • Red: Enemy position
  • Purple: Mass Casualty Incident
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