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UNITAF members taking orders before an operation
Force Manual

The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.

FM/BG-325 · v3.00

Common calls in a Fireteam

Code
FM/BG-325
Kind
Guide
Version
v3.00 2yrs ago
Views
571
Platforms
As its document
Published by
MSP WhiteWolf 2 Apr 2024
Last material change
v4.00 Removed already covered callouts

249 words added, 0 words removed. Title changed from "Common Calls in a Fireteam" to "Common calls in a Fireteam".

Common Verbal Calls Up (e.g. "James Up") General statement to indicate that a player has returned to a ready state. A player can use "Up" to indicate that they have caught up to their team, have successfully reloaded, have received medical aid and are now concious, etc. It's also used when mounting vehicles. Set Said to indicate that an element is in position, weapon up, and ready for others to maneuver. Can be used by buddy team members as well to coordinate low-level movement. Moving Said to indicate that an element is now on the move, usually in conjuction with an element that has just called “set” Weapon Dry / Empty Used to indicate that your weapon is temporarily out of action due to running out of ammo in your current magazine. Only spoken when it's urgent, with the intent being to notify teammates so that they can cover you / your assigned sector while you correct the issue. Misfire / Jammed Used to indicate that your weapon has jammed. Same usage as the above - only when it's urgent, so that teammates know to cover/help you. Changing / Reloading To announce that you have to change a mag and can not continue firing Frag Up / Smoke Up /Flashbang Up Warning call given that you are preparing to throw a grenade Frag Out / Smoke Out / Flashbang Out Warning call given when throwing a grenade Grenade! Warning call given when an enemy grenade has been thrown at friendlies, a grenade is fumbled, or anything else that poses a close-in grenade threat, that the team may scatter and take cover Incoming / IDF / Indirect Warning calls given when enemy indirect fire (grenade launchers, mortars, artillery, etc) is inbound on friendly positions. IDF is pronounced "Eye dee eff". -name- watching -direction- Called to the team to indicate that you are watching a particular direction. If all members of the team do this they can confirm they have each direction they are supposed to covered Prepare to move Warning from the element leader that they are being given instructions to move somewhere, and that the team should finish any admin (stitching, reloading magazines, inventory management etc) in anticipation of being on the move momentarily Hold From the element leader. Instruction to stop in place for a short amount of time and therefore to limit or prevent the effort of dug-in defenses, such as establishing proper cover, building trenches etc. Go firm From the element leader. Instruction to stop in place for a long amount of time and therefore to take long-term defenses, such as establishing proper cover, building trenches etc. ARD ("ay-ar-dee", All-Round Defence) Instruction to establish security in a full 360 arc. Usually elements/individuals will be assigned to a sector of this defense. Security. 180 -direction- Instruction to take security centered around particular direction for the specified width. e.g. “Hold. Security 180 North”, means hold position and establish security covering West through North, through to East. The direction specified is often the most likely direction of enemy attack and therefore usually held by the individual with the most firepower (e.g. the Automatic Rifleman/Machine Gunner)

Where it appears

On role cards

On 98 role cards in 15 combat areas.

Named on

The other 96 roles read it through these cards.

By combat area