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soh:start [2024/05/31 23:51] – Changed policy back to rules. Also added disclaimer about unintentional oversight dildo_sagbag | soh:start [2024/06/20 01:34] (current) – Changed interference to intervention dildo_sagbag | ||
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* **Cooperation: | * **Cooperation: | ||
* **Camaraderie: | * **Camaraderie: | ||
- | * **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 | + | * **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 |
===== Rules ===== | ===== Rules ===== | ||
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. | 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. | ||
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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 | + | ==== Operational |
=== Disruptive Behavior === | === Disruptive Behavior === | ||
- | behavior | + | Behavior |
+ | |||
+ | If you witness disruptive behavior, inform your leader or submit a Concern Form. Retaliating to fragging with friendly fire is still fragging | ||
=== 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. | + | 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. |
=== 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 | + | 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 |
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 | + | 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 SOP. Failing to address feedback and failing to follow the cert's SOP are common |
+ | |||
+ | While a school can have multiple certs and instructors, | ||
- | While a school can have multiple certs and instructors, | + | If you believe an SME to be unfair |
===== 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 | + | All CxOs hold sole authority for their field. Sometimes, overlapping jurisdictions can occur. To prevent conflict between CxOs, the Rule of Non-Intervention |
<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, | + | To encourage cooperation, |
- | ^ 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, |
- | | 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, | + | |
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, | ||
<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. | ||
</ | </ | ||
+ | |||
+ | === 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, | + | 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 6 digits | + | Example with 7 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 " | ||
+ | * 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/ | ||
+ | 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/ | ||
+ | * 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 " | ||
+ | * 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/ | ||
+ | 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 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 ' | ||
+ | * 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 ' | ||
+ | * Distribution: | ||
+ | |||
+ | ===== 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/ | ||
+ | * 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, | | 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, | ||
| 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. | + | | OR | One-Off | An operation focused on trying new tactics or mods. | It usually utilizes the SESO PMC but it is not necessary. |
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. |