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Tactics 167
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Phasing
-
Vehicles 147
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Light vehicles
-
Armoured vehicles
-
Tiltrotor aircraft
-
Naval craft
-
Vehicle-mounted weapons
-
-
Planning and Execution 155
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Theatres and Campaigns
-
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FMDG Communications
-
Radio Comms (Staging)
-
Reports (Staging)
-
FMDG Field Leadership
-
-
FMDG Rotary Wing
-
Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
-
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
-
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 · v2.02
Clears a room effectively
1 word added, 1 word removed.
v2.01
Ensure your weapon is on full-automatic with a fresh mag
The third man in the stack throws 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.
v2.02
Ensure your weapon is on full-automatic with a fresh mag
The “grenade” man in the stack throws 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
The third “grenade” man in the stack throws 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.
Where it appears
Lives in
FM/G98 Close quarters combat (CQC)On role cards
On 102 role cards in 15 combat areas.
Named on
-
Rifleman
Core Infantry
Required
-
SF Operator
Core Infantry
Required
-
Rifleman (Leadership Observer)
Core Infantry
Required
-
Acting Fireteam Leader (≤5)
Combat Leadership
Required
-
Advanced Infantry
Specialisations
Required
The other 97 roles read it through these cards.
By combat area
-
Marksmanship
Every role
-
Mission Support
1 of 11
-
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
-
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
-
Engineering
Every role