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soh:start [2024/05/31 23:37] – Updated table to include new Generalist/Specialist language dildo_sagbagsoh:start [2024/06/20 01:34] (current) – Changed interference to intervention dildo_sagbag
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   * **Cooperation:** Every experience should rely on TvE cooperation and socializing with other members. This is opposed to competitive experiences, like TvT, and run-and-gun gamemodes, like King of the Hill.   * **Cooperation:** Every experience should rely on TvE cooperation and socializing with other members. This is opposed to competitive experiences, like TvT, and run-and-gun gamemodes, like King of the Hill.
   * **Camaraderie:** At the end of the day, we are a group of friends. We volunteer our time to this unit to foster a friendly environment for everyone.   * **Camaraderie:** At the end of the day, we are a group of friends. We volunteer our time to this unit to foster a friendly environment for everyone.
-  * **PMC MilSim:** SESO simulates the military and administrative processes of modern private military companies. We are not simulating a single company. We blend real-world militaries, PMCs, and personal preferences to create an SOP that makes sense.+  * **PMC MilSim:** SESO simulates the military and administrative processes of modern private military companies. Every person enjoys the simulation and plays according to the role they are entrusted. We are not simulating a single company. We blend real-world militaries, PMCs, and personal preferences to create a simulation that appeals to us.
 ===== Rules ===== ===== Rules =====
-SESO's rules are divided into two sections: universal rules and operational policy. Universal rules apply on all systems belonging to SESO including non-Arma projects. On top of the universal rules, the operational policy apply to all Arma 3 operations. Operational policy apply the moment a member joins the server until the end of debrief.+SESO's rules are divided into two sections: universal rules and operational rules. Universal rules apply on all systems belonging to SESO including non-Arma projects. On top of the universal rules, the operational rules apply to all Arma 3 operations. Operational rules apply the moment a member joins the server until the end of debrief. 
 + 
 +The administration of SESO may take action against you even if it does not initially seem you broke a rule or if you did not break a rule at all. **This group does not operate under the idea that you will get away with breaking the spirit of these rules because of an unintentional oversight.**
  
  
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 Posting, hosting, or distributing any explicit media showing, or depicting death, gore, or pornography of human beings, or other living beings is not permitted. This applies to Discord, Teamspeak, in-game chat, and any other public channels where media can be distributed to other users. Posting, hosting, or distributing any explicit media showing, or depicting death, gore, or pornography of human beings, or other living beings is not permitted. This applies to Discord, Teamspeak, in-game chat, and any other public channels where media can be distributed to other users.
  
-==== Operational Policy ====+==== Operational Rules ====
  
 === Disruptive Behavior === === Disruptive Behavior ===
-behavior such as griefing (intentionally failing the mission), fragging (intentional friendly fire), and threats (threatening to frag) are considered disruptive to SESO operations. There are no excuses for this behavior including anger, distrust, retaliation, or apathy. If you witness disruptive behavior, inform your leader or submit a Concern Form. Retaliating to fragging with friendly fire is still fragging. Submit a CC or inform your leader insteadRetaliating only worsens your point+Behavior such as griefing (intentionally failing the mission), fragging (intentional friendly fire), and threats (threatening to frag) are considered disruptive to SESO operations. There are no excuses for this behavior including anger, banter, distrust, retaliation, or apathy. 
 + 
 +If you witness disruptive behavior, inform your leader or submit a Concern Form. Retaliating to fragging with friendly fire is still fragging and only makes your perspective dubious.
  
 === Mic / Music / Sound Effect Spam === === Mic / Music / Sound Effect Spam ===
-Spamming, or repeatedly emitting unsolicited words, noises, music, or sound effects (such as from sound boards), at any point in an operation is not permitted. An member may play sounds or music as long as they can immediately stop it at the request of any other member.+Spamming, or repeatedly emitting unsolicited words, noises, music, or sound effects (such as from sound boards), at any point in an operation is not permitted. member may play sounds or music as long as they can immediately stop it at the request of any other member.
  
 === Multi-roling === === Multi-roling ===
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 As an operative you are only able to operate vehicles that are relevant for your billet. Unlike the multi-roling policy, there are no exceptions to this policy. As an operative you are only able to operate vehicles that are relevant for your billet. Unlike the multi-roling policy, there are no exceptions to this policy.
  
-Cavalry are able to operate all vehicles. This includes armoured vehicles and aircraft. All other billets are only able to operate motorized vehicles such as trucks, technicals, and cars. If the vehicle has a steering wheel, it can probably be operated by non-cavalry billets.+Cavalry are able to operate all vehicles. This includes armoured vehicles and aircraft. All other billets are able to operate motorized vehicles such as trucks, technicals, and cars. As rule of thumb, if the vehicle has a steering wheel, it can usually be operated by non-cavalry billets.
  
 Non-cavalry are allowed to sit inside any vehicle as passengers. Non-cavalry are allowed to sit inside any vehicle as passengers.
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 Certs rarely expire. Once you earn a cert, you can keep it indefinitely. In rare cases, SMEs may announce re-trainings for a cert due to a policy change, tactics change, or equipment change. Your cert may be removed if you fail to attend the re-training. Certs rarely expire. Once you earn a cert, you can keep it indefinitely. In rare cases, SMEs may announce re-trainings for a cert due to a policy change, tactics change, or equipment change. Your cert may be removed if you fail to attend the re-training.
  
-Certs are always liable to be removed or modified according to the SME's discretion. When volunteering for a specialist billet, you are responsible for performing well. Performing poorly is a common reason to attend re-trainings or lose your cert.+Certs are always liable to be removed or modified according to the SME's discretion. When volunteering for a specialist billet, you are responsible for performing well to the cert's SOPFailing to address feedback and failing to follow the cert's SOP are common reasons to attend re-trainings
 + 
 +While a school can have multiple certs and instructors, the SME is the primary authority for the school. All school documentation is written and enforced by the SME. The SME reserves the right to remove or change your cert according to the cert's SOP.
  
-While a school can have multiple certs and instructors, the SME is the sole authority for the school. All cert school documentation is written and enforced by the SME. The SME reserves the right to remove or change your cert according to the cert's SOP.+If you believe an SME to be unfair or unprofessional, message the CCO with your concerns.
  
 ===== Eras ===== ===== Eras =====
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 All members of the Executive Board follow the naming scheme of Chief X Officer and generically referred to as CxOs. Each CxO has their own list of missions. In most cases, vacant positions within the Executive Board are fulfilled by the CEO. All members of the Executive Board follow the naming scheme of Chief X Officer and generically referred to as CxOs. Each CxO has their own list of missions. In most cases, vacant positions within the Executive Board are fulfilled by the CEO.
  
-=== Rule of Non-Interference === +=== Rule of Non-Intervention === 
-All CxOs hold sole authority for their field. Sometimes, overlapping jurisdictions can occur. To prevent conflict between CxOs, the Rule of Non-Interference applies the following:+All CxOs hold sole authority for their field. Sometimes, overlapping jurisdictions can occur. To prevent conflict between CxOs, the Rule of Non-Intervention applies the following:
  
 <WRAP center round box 60%> <WRAP center round box 60%>
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 Every billet comes with a pre-defined kit, or list of equipment, at the beginning of an operation. Operatives are able to modify their kit to best suit the needs of their role and their squad using the ACE3 Arsenal. Regulations dictate the equipment permitted for particular billets. Every billet comes with a pre-defined kit, or list of equipment, at the beginning of an operation. Operatives are able to modify their kit to best suit the needs of their role and their squad using the ACE3 Arsenal. Regulations dictate the equipment permitted for particular billets.
  
-To encourage cooperation, every squad is regulated by the number of weapons they are permitted to wield. It is to the EL's discretion to assign different weapons and kits to their squad members. Operatives need prior approval from their higher leader to change their kit.+To encourage cooperation, every squad is limited to the equipment they can wield. This is known as kit regulation. While you may customize your kit according to your billet, it is up to the EL to customize their element within the confines of the SOP
  
-^ Weapon ^ Maximum Amount Permitted ^ +Generally, the equipment available to a squad is defined by the host. The Platoon has to make due with the equipment made available. For example, G billets are available if they are created by the Host
-| AT | 3x LAT or 1x MAT and 1x LAT | +
-| AA | 2x AA | +
-| MG | 2x LMG or 1x MMG | +
-| GL | 3x GL | +
- +
-Generally, the equipment available to a squad is defined by the host. The Platoon has to make due with the equipment made available. For example, LAT launchers are available for use by any R yet they must be made available in the arsenal to actually be used.+
  
 Regulations do not apply to enemy equipment. As per the Operational Rules, enemy equipment are only permitted when an operative is combat ineffective towards immediate danger. If you are assigned a low-powered scope, you stick with it. If you didn't start with a MAT, you stay without it. Regulations do not apply to enemy equipment. As per the Operational Rules, enemy equipment are only permitted when an operative is combat ineffective towards immediate danger. If you are assigned a low-powered scope, you stick with it. If you didn't start with a MAT, you stay without it.
 +
 +Every infantry squad is limited 2 LATs regardless of available billets. Follow the LAT Totem Pole on who should be prioritized to carry LAT launchers. You will usually see R and EL with LAT launchers.
  
 === LAT Totem Pole === === LAT Totem Pole ===
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 ==== Billets ==== ==== Billets ====
 A billet represents a specific unit of the COC. This includes anyone from the R to the SL and to the Host. The roles available in the COC are decided by the roster posted by the Host. These rosters are FCFS and limited so the list of available billets can vary. Ultimately, the Host decides the available billets for their operation. After step-off, you are committed to the billet you volunteered. A billet represents a specific unit of the COC. This includes anyone from the R to the SL and to the Host. The roles available in the COC are decided by the roster posted by the Host. These rosters are FCFS and limited so the list of available billets can vary. Ultimately, the Host decides the available billets for their operation. After step-off, you are committed to the billet you volunteered.
- 
-There are two types of billets: generalist and specialist. Generalist billets make up the majority of a platoon and include Rifleman, Grenadier, Machine Gunner, and Anti-Vehicle Specialist. Generalists can switch their billet to other generalist billets under the discretion of the Host or EL. Specialist billets include Platoon Leader, Squad Leader, Radio Telephone Operator, Scout, Logistician, Medic, and Cavalry. Due to the high-skill required for their role, operatives volunteering for those specialist billets are not permitted to switch to other billets. You cannot volunteer as, say, a Medic billet then carry equipment permitted for a Grenadier. You would need to volunteer as a Grenadier (if it is available) or other generalist billet. 
  
 <WRAP center round info 60%> <WRAP center round info 60%>
 In this handbook, every reference to a rifle includes carbines, SMGs, and shotguns as their application overlaps. In this handbook, every reference to a rifle includes carbines, SMGs, and shotguns as their application overlaps.
 </WRAP> </WRAP>
 +
 +=== Squad Balance ===
 +Hosts and ELs are responsible for organizing a balanced squad. To balance a squad, make sure **there are no more than 2 of the same billets per infantry squad.** This balance does not apply to detachments. There may be any number of Riflemen in any squad.
 +
 +Every squad should have no more than 6 operatives including the leader. If there more than 6 operatives in a squad, the latest joining volunteers should be assigned to a smaller squad, attached to the platoon as a detachment, or asked to volunteer for a different billet.
 +
 +As with most policies in this SOH, there may be situations where squad balance is unfeasible. If you are unsure, ask your Host.
  
 === Platoon Leader === === Platoon Leader ===
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-In the above example, the subordinate element quickly mentions their location, current task and their status accomplishing it.+In the above example, the subordinate element quickly mentions their current task and their status accomplishing it.
  
 Below is an example of a bad SITREP: Below is an example of a bad SITREP:
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 > Alice: Bob, Alice COPIES, OUT > Alice: Bob, Alice COPIES, OUT
  
-Example with digits and keypad:+Example with digits:
  
 > Alice: Bob, what's your GRIDREF with keypad? > Alice: Bob, what's your GRIDREF with keypad?
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 ==== Types of Vehicles and How to Identify Them ==== ==== Types of Vehicles and How to Identify Them ====
 +Vehicle identification is useful for determining how to disable and/or destroy an enemy vehicle successfully. There are three levels to identifying a **military vehicle**. Those are as follows:
 +  * Class
 +  * Subclass
 +  * Specific model name
 +
 +For vehicles not related to military use, refer to them as their common names like:
 +  * Truck
 +  * Car
 +  * Bike
 +  * Etc.
 +
 +=== Light Vehicles ===
 +Light vehicles can be identified by spotting:
 +  * Wheels
 +  * Not armed with an autocannon or larger armament
 +  * Not an AFV
 +
 +Some subclasses of light vehicles include
 +  * Technicals: Civilian vehicles, often pickup trucks, adapted for military use
 +  * MRAP: Mine-resistant ambush-protected vehicles. Resistant to small arms fire and some explosives
 +  * Truck: military truck (such as logis)
 +
 +=== Armored Fighting Vehicles (AFV) ===
 +AFVs can be identified by spotting:
 +  * Wheels and/or tracks
 +  * Can be armed with nothing or up to a cannon
 +  * At least protected against small arms
 +
 +AFVs have several subclasses that make it easier to identify and thus fight them
 +  * Armored Personnel Carriers (APC) would be armed with up to a heavy machine gun
 +  * Infantry fighting vehicles (IFV) would be armed with up to an auto cannon and often times also ATGMs.
 +  * Assault guns are self-propelled anti-tank cannons.
 +  * ATGM carriers are self-propelled ATGM placements.
 +
 +Handheld anti-vehicle munitions and other vehicles in this class are likely to easily destroy all of these vehicles. 
 +
 +=== Tanks ===
 +Tanks are identifiable by the following. They are:
 +  * Tracked
 +  * Turreted
 +  * Capable of withstanding fire from small arms and autocannons
 +  * Having a large-calibre cannon intended for direct fire
 +
 +=== Identifying other types of potential targets ===
 +You may encounter other types of threats that would need to be identified.
 +== Anti-Air ==
 +Anti-air has two classes:
 +  * Anti-air artillery (AAA "Triple A")
 +  * Surface-to-air missiles (SAM)
 +
 +These can either be self-propelled or stationary and in the case of SAMs, they can even be carried by infantry.
 +
 +== Types of Helicopters ==
 +  * Utility Helicopter: armament intended for defending itself (ex. door gunner)
 +  * Attack Helicopter: armament intended for offensive use
 +
 +== Types of Planes ==
 +  * Cargo plane: Intended for transport of personnel or equipment
 +  * Attack plane: Low and slow-flying aircraft intended to attack ground targets
 +  * Fighter plane: High and fast-flying aircraft intended for fighting other aircraft
 +
 +
 +
 ==== Guidelines for Vehicle Commanders ==== ==== Guidelines for Vehicle Commanders ====
 Commanders have the most important role within a vehicle. Here are some general tips to become a more effective commander: Commanders have the most important role within a vehicle. Here are some general tips to become a more effective commander:
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 ====== Logistics Skills ====== ====== Logistics Skills ======
 +As a Logistician/Engineer you will be responsible for following and knowing this Standard Operating
 +Procedure Manual (SOP Logistics main function is maintaining vehicles and equipment Engineers will
 +also have the responsibility of disarming and arming explosives and building barricades with given tools.)
 +===== Logi Policies =====
 +  * Refer to this document when you need clarification on how a tool or mechanic works or you can ask the Logistics Subject Matter Expert if you are still unsure.
 +  * Keep the Logistic/Repair Truck maintained and safe beyond any other vehicle unless you're in imminent danger and need to repair armored Vehicles.
 +  * Do not abuse your privileges with explosives by putting them on friendly Vehicles the only exception is right before the Operation is over if you detonate it before the classic "Mission Complete" screen is over there will be consequences.
 +  * Distribute ammunition when it is required by going to the Repair truck checking cargo and unloading ammo boxes.
 +  * While in convoys and the convoy stops for whatever reason Check the convoy for repairs and refueling if able. If you were not in combat then check for fuel.
 +
 +===== Equipment =====
 +Logisticians/Engineers will be given a large array of tools due to having many tasks and although it may
 +seem overwhelming at first, everything will be explained in this document.
 +  * Logistics Truck: In most cases, the logistics team will be given a logistics truck or a "Repair" truck. This truck will be able to refuel and repair vehicles and store equipment such as Wheels, AT Guns, and Ammo boxes ETC, it is your responsibility to maintain this vehicle above any other. if you're in imminent danger repair a BTR or Tank, ETC. The Logistics truck is your top priority to keep safe. In convoys the Logistics truck will usually be somewhere in the middle since the truck is a heavier vehicle it is recommended you keep a 3- 2 car distance away and keep your hands on the handbrake well figuratively. When the logistic truck is given in an operation several ammo boxes will be presented near it, it is your job to ensure the correct ammo is in each box. It is possible to "Rename" the boxes I highly suggest you do so before you move it into the cargo slot for organization purposes. for example, a box with mostly 5.56 ammo can be called Rifle Ammo Box while the MG ammo box can be called MG Ammo. You can be more specific if you wish. If there isn't a type of ammo inside one of the boxes go to the Host/Command and request another box. (the logistic truck has a ton of slots so don't worry about cargo space)
 +  * Repair Tooklit: To repair a vehicle you will need a toolkit in your backpack. When near the piece of equipment you wish to repair you will hold down the windows key and it will show options such as 'Engine',' Fuel Tank', and 'Hull' hover over this and release then you will start to repair. With the toolkit, it can only repair the yellow(50%). Around a repair truck you do the same action it will repair it fully. Full Repair is also an option with the fuel truck nearby although it takes time it will completely repair said Vehicle Hull, Engine, Wheels, and Fuel tank the only thing that the full repair does not do is refueling but the repair truck already has a refueling nozzle interaction.
 +  * Refueling a Vehicle: To refuel a vehicle you will have to go to the repair truck using your windows key it will show interaction then 'refuel' then 'take refuel nozzle' You will then click it on the Vehicle you wish to refuel. When done use your windows key to disconnect it then return it to the repair truck. The refuel nozzle does have a short hose to it and will stop at a certain distance so try to keep the said vehicle close.
 +  * Distribution: When the logistic truck is given in a mission several ammo boxes will be presented near it, it is your job to ensure the correct ammo is in each box. It is possible to "Rename" the boxes I highly suggest you do so before you move it into the cargo slot for organization purposes. for example, a box with mostly 5.56 ammo can be called Rifle Ammo Box while the MG ammo box can be called MG Ammo. You can be more specific if you wish. If there isn't a type of ammo inside one of the boxes go to the Host/Command and request another box. (the logistic truck has a ton of slots so don't worry about cargo space).
 +
 +===== Tools =====
 +  * Tooklit
 +  * Defusal Kit
 +  * Firing Device
 +  * Trapping Kit
 +  * Entrenching Tool
 +  * Wirecutter
 +  * Explosives
 +  * Fortify Tool
 +
 +===== Tool Descriptions =====
 +  * Toolkit- The Tool Kit is what causes you to gain all knowledge on repairing Vehicles with the windows key and near a Vehicle or Turret you will be able to maintain it to the yellow level. If you have a repair truck nearby you will be able to fully repair it.
 +  * Defusal- Kit Defusal kits well they defuse any explosives when near one you will be able to defuse that explosive with the windows key but don't get too close...
 +  * Firing Device/Detonator- a firing device is a trigger that allows you to detonate explosives from a distance, When you put your explosives down make sure to set them to your triggering device using the Windows key.
 +  * Trapkit-The trap kit detects explosives such as mines and IEDs at a close distance with a beeping noise the closer you are the faster it gets, it also can pinpoint them by pressing T on the explosives and a red triangle will go above the bomb showing you where it is.
 +  * Entrenching Tool- An Entrenching tool is a shovel that allows you to create dirt barriers with superhuman speed from gigantic barriers to those small enough for one MG the entrenching tool can be a lifesaver when there is no cover and a lot of dirt on the floor.
 +  * Wirecutter- a wirecutter cuts wires such as fences it is not required as said above but for those who don't have enhanced movement it can be useful in certain situations
 +  * Explosives- explosives are self-explanatory... Kaboom
 +  * Fortify Tools The Fortify tool is a tool that allows you to build barricades and watchtowers alike along with some heavy power such as AT guns and Mounted MG's the problem is it can take a long time to make.
 +
 +
 +
 +
  
 ====== Medical Skills ====== ====== Medical Skills ======
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 | Standard | Campaign, Operation, One-Off | Catch-all for all other types of operations. | Most common operation type. If you do not see the type of operation noted in the Host's announcements, it is most likely this. | | Standard | Campaign, Operation, One-Off | Catch-all for all other types of operations. | Most common operation type. If you do not see the type of operation noted in the Host's announcements, it is most likely this. |
 | FTX | One-Off | An operation focused on practicing tactics. | It usually utilizes the SESO PMC but it is not necessary. | | FTX | One-Off | An operation focused on practicing tactics. | It usually utilizes the SESO PMC but it is not necessary. |
-| OR | One-Off | An operation focused on trying new tactics or mods. | It usually utilizes the SESO PMC but it is not necessary. OS is restricted to off-days due to their unstable nature. |+| OR | One-Off | An operation focused on trying new tactics or mods. | It usually utilizes the SESO PMC but it is not necessary. OR is restricted to off-days due to their unstable nature. |
  
 Sometimes there are events that aren't operations, meaning they are not made by a Host. The only event in SESO that aren't operations are community-made Steam Workshop missions. These can vary depending on the mission itself. Sometimes there are events that aren't operations, meaning they are not made by a Host. The only event in SESO that aren't operations are community-made Steam Workshop missions. These can vary depending on the mission itself.
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