Τρίτη 10 Ιουλίου 2007

ROLES/SPECIALLITIES

The roles in the team are modified after real SF teams. Their place and gear are mandatory. Their role is followed accordingly to the game’s guidelines and scenario.

Rifle man

Every operator in the team is supposed to be trained to basic infantry tactics and is obliged to work as a rifle man.

The rifleman’s gear is the on described in the Gear Rules section.

EOD: Explosive Ordinance Disposal



An EOD operator is a Field Technician specified for field technical, mechanical and Bomb Disposal missions. His use is set according to the game’s scenario. If no such role is required for the given game he will carry on as a rifle man.

  • Helmet REQUIRED. Helmets MUST be worn AT ALL TIMES when playing the ‘role’ of EOD.
  • An EOD expert should wear some kind of ballistic protection at any time (soft armor or hard armor, your choice) that meets the general rules criteria

The technician’s gear consists of the basic rifleman’s kit plus the following items:

  • A general purpose pouch which contains:
  • Small pair of scissors
  • Small wire cutter
  • Duct tape
  • Electrical tape
  • A set of screws (preferably the optician ones)
  • Pliers
  • A small wrench
  • A small hacksaw

A set of fake explosives for blowing away the retrieved “goods”

  • The field technician/EOD expert should be designated with the appropriate patch worn on his uniform and/or vest, pack, etc.
  • In the event that an EOD team is KIA during the processing of explosives, that EOD will cease to ‘exist’ for the remainder of the game and will no longer be required to wear the EOD helmet. Ex-EOD team members, once KIA will be folded back into their teams as regular riflemen.


SAW GUNNER

The support gunner’s kit is identical with any other rifleman’s with the exception that he is allowed to carry HighCap magazines to simulate the massive fire power provided by him.



SQUAD DESIGNATED MARKSMAN/SNIPER


All snipers will be required to either:

  • Wear a guile suit or the equivalent
  • Paint their face and wear a ruck sack.
  • Snipers are NOT allowed to wear ANY ‘hi-speed’ gear or tactical vests
  • Snipers ‘may’ wear an H or Y harness attached to a belt with MOLLE/ALICE/PALS gear such as a canteen, extra ammo and so.
  • He MAY NOT carry an AEG at any time except small SMGs like the MP5k, Scorpion, MP7, etc.
  • The shooter is permitted to possess a handgun (GBB/NBB) as a ‘back up’.
  • The sniper weapon MUST be ‘wrapped’ or otherwise ‘concealed’ from the trigger forward. Painting is NOT enough.

FIELD MEDIC

  • The Field Medic is obliged to carry a FULL MEDIC PACK which will be designated by a Red Cross patch.
  • The Medic himself should be designated by a Red Cross and/or a Medic patch on his uniform, usually on the right sleeve pocket.
  • For in game use he should carry a karabiner with the appropriate number of white elastic arm bands in order to mark the wounded players

FIELD COMMUNICATIONS/RADIO OPERATOR

  • A Radio Operator carries the same gear as any other rifleman. For his role he MUST carry a wider range radio with full battle characteristics. This is described as a long antenna and full size telephone receiver (a typical civilian legal 0,5W radio system concealed in an Army Field Radio)
  • To enhance the realism he should carry a fake Satellite Communication System consisted from a transmitter/receiver in a form of a Portable Computer with a small foldable disk.

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