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Tactics 167
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Phasing
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Vehicles 147
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Light vehicles
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Armoured vehicles
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Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
-
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Planning and Execution 155
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Theatres and Campaigns
-
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FMDG Communications
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Radio Comms (Staging)
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Reports (Staging)
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FMDG Field Leadership
-
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FMDG Rotary Wing
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Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
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Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
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Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
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Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BS-486 · v2.00
Clears a room effectively
85 words added, 145 words removed.
v1.00
Ensure your weapon is on full-automatic with a fresh mag
Throw a flashbang or a fragmentation grenade into the room, if available and no friendly or civilian forces are potentially inside
Each player enters in sequence, engaging targets to their front as they move through and out of the 'fatal funnel' that is the doorway
After moving through the doorway, each player continues in the direction prescribed by their entry type (hook or cross), clearing from his front to the corner he is moving towards.Note: Players must continue to move into their 'corner' regardless of the amount of enemy fire received - continuing to push to their corner will draw fire towards them, allowing the following members of the stack to successfully enter the room and begin engaging the enemy
After clearing his 'near' corner, he continues moving towards it while pivoting to clear the wall that runs to his 'far' corner
After clearing the far corner, he clears to the center of the room, then clears to the other side of the room, stopping short of where his teammate is
Once the room is deemed clear, each player uses direct speaking to announce "Clear!" to his teammate. If the situation requires, communication may be absent for security's sake.
v2.00
Ensure your weapon is on full-automatic with a fresh mag
Throw a flashbang or frag grenade into the room if appropriate in that situation (no civilians or friendly in the room).
The point man should pie the doorway if it is open, if not the team should prepare a single or split stack.
The team should then move through the fatal funnel as quickly as possible and while moving into the room clear the corner to their direct left or right depending on their position in the stack.
They should then turn and clear the far corner on their side of the room.
After clearing the far corner, the player clears the center of the room.
Once the room is deemed clear, each player uses direct speaking to announce "Clear!" to his teammate. After which the room should be called clear over the radio to alert the whole team.
Ensure your weapon is on full-automatic with a fresh mag
Throw a flashbang or a fragmentation frag grenade into the room, room if available and no friendly appropriate in that situation (no civilians or civilian forces are potentially inside
Each player enters friendly in sequence, engaging targets to their front as they move through and out of the 'fatal funnel' that is room).
The point man should pie the doorway if it is open, if not the team should prepare a single or split stack.
After moving The team should then move through the doorway, each player continues in fatal funnel as quickly as possible and while moving into the direction prescribed by their entry type (hook or cross), clearing from his front to room clear the corner he is moving towards.Note: Players must continue to move into their 'corner' regardless of the amount of enemy fire received - continuing to push to direct left or right depending on their corner will draw fire towards them, allowing the following members of the stack to successfully enter the room and begin engaging position in the enemy stack.
After clearing his 'near' corner, he continues moving towards it while pivoting to They should then turn and clear the wall that runs to his 'far' far corner on their side of the room.
After clearing the far corner, he clears to the center of the room, then player clears to the other side center of the room, stopping short of where his teammate is room.
Once the room is deemed clear, each player uses direct speaking to announce "Clear!" to his teammate. If After which the situation requires, communication may room should be absent for security's sake. called clear over the radio to alert the whole team.
Where it appears
Lives in
FM/G98 Close quarters combat (CQC)On role cards
On 102 role cards in 15 combat areas.
Named on
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Rifleman
Core Infantry
Required
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SF Operator
Core Infantry
Required
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Rifleman (Leadership Observer)
Core Infantry
Required
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Acting Fireteam Leader (≤5)
Combat Leadership
Required
-
Advanced Infantry
Specialisations
Required
The other 97 roles read it through these cards.
By combat area
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Marksmanship
Every role
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Mission Support
1 of 11
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Cavalry
Every role
- Light Vehicle Crewman (Driver)
- Light Vehicle Crewman (Gunner)
- Light Vehicle Crewman (Commander)
- Light Vehicle Section Commander
- AFV Crewman (Driver)
- AFV Crewman (Gunner)
- AFV Crewman (Commander)
- AFV Section Commander
- MBT Crewman (Driver)
- MBT Crewman (Gunner)
- MBT Crewman (Commander)
- MBT Section Commander
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Specialisations
1 of 2
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Rolecard Development
Every role
- Dev/WIP: Counter UAS Specialist
- Dev/WIP: Light Vehicle Crewman (Driver) Temp
- Dev/WIP: Temp Artillery Cannoneer (Assistant)
- Dev/WIP: Temp Artillery Cannoneer (Gunner)
- Dev/WIP: Temp Artillery Section Leader
- Dev/WIP: Temp Fire Support Chief
- Dev/WIP: Temp Mortar Section Leader
- Dev/WIP: Temp Mortarman
- Dev/WIP: Temp Mortarman (Ammo Bearer)
- Dev/WIP: Temp Mortarman (Assistant)
- Dev/WIP: Transactional Radio User (FTL Testing)
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Logistics
Every role
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Engineering
Every role