Limelight Forums

Full Version: [Guide/Handbook] Militarization 101: Serious & Advanced
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Militarization 101: Serious & Advanced
By Narc

This guide takes you through the more complex sides of roleplaying as a military figure. It is primarily aimed at individuals roleplaying as such outside of a server government role. I will be featuring some intermediately basic to some very advanced techniques, although every piece of content is designed for the avid roleplayer and not a beginner. This guide also includes content from former field manuals from clans I have operated with military themes which have proven to be incredibly beneficial to the experience and efficiency of those.

Changelog

Table of Contents

1) - Preface
2) - Passive-Aggressive Military
3) - Scenarios & Types
4) - Communication
5) - Advanced Combat
6) - Finishing Words




1) - Preface

As an intermediate roleplayer, you should know the basics of character creation, how to execute proper roleplay and how to form it, considering you know so, the next sections will take you through different types of military roleplay, communication and how to handle combat as a unit, while still upholding great roleplay values. Do keep in mind that these are more of a handbook than a guideline, since there are endless opportunities and ways to roleplay these, this is merely the way that I see it done best and find enjoyment of the sort. Following and doing things along the lines of this guide will most certainly aid you in not only enjoying it more, but also making it well-done, proper and avoiding (often) unnecessary game changing aggressive roleplay.

Whilst the military as a whole is considered aggressive for obvious reasons, the roleplay it engages in does not have to be, it all depends on how you choose to execute it. They will usually meet on the halfway, aggressive roleplay with a good roleplay backstory and supporting foreplay will always be better than just a simple raid or shootout. I find the aspects of working together and accomplishing something, be it just smaller operations or bigger ones is very giving, using teamwork and advanced communication to reach a mutual goal, with or without gain is a good aim to have with this sort of roleplay.

2) - Passive-Aggressive Military

Personally, I use this term to describe the act of incorporating good and in-depth roleplay into an aggressive situation. Weapons and military parties are often associated with being incredibly aggressive, while it all comes down to how you use these weapons, and whether or not you choose to create a broader purpose for them. Some points that are associated with this will be coming up in the communication and advanced combat sections, as a whole these are two very crucial parts to turn militarized roleplay both ways. There is a significant difference between just firing the gun and actually making use and utilizing the situation to attempt to solve it intelligently, be it alone or with a unit.

Anything in this category could range from a high powered checkpoint to a research facility. Using a checkpoint with military force is an interesting situation, since it will allow you to display military efforts and go in-depth with your role as you search and regulate vehicles or pedestrians passing through it, whilst doing so also possibly aiding law enforcement with pursuits or taking down wanted suspects. Using a research facility with military power is yet another option that can be done in so many ways, it could be fronted as a research facility but in actuality it being a corrupt backsite for drugs and financial crimes. Guarding said facilities also falls under the same category, it can be done in many ways and all sorts of roleplay can be included in order to spice up the experience for everyone. Rather than just stand still with a gun and stop intruders, you should use your radio to communicate with everyone else involved, create routines, call-signs and actively secure the perimeter using roleplay terms. These are just examples, as I will be getting to some more in-depth explanations and options in the upcoming section.

3) - Scenarios & Types

This section covers a few different scenarios and types of roleplay that falls under the military category, including how they're best done, regulations and a general guideline for them.

Private Military Contracting

If operating as a private military contractor (security/protective detail, aiding in raids, transport, etc.), firstly make sure that you get the government on your side. Receive issued licenses for your use of weaponry within reason, or perhaps even offer your services to the government itself in times where it may be needed. Next up, detail and background is important; you need to have something to operate out of, it can range from just a small office space to a garage, or even a larger operating base. A common sight seen is that people use these privileges as an excuse to perform excessively aggressive roleplay, I'd advise to incorporate and involve detailed roleplay as previously described as passive-aggressive roleplay. The opportunities are endless in this category, since it is a pretty broad and collected term.

Militarized Research & Development (weapons manufacturing, powerplants, high security facilities, etc.)

This exact scenario is generally more passive than aggressive, as it obviously requires a lot of roleplay and interaction in order to succeed. The security detail around this is what brings in the aggressive parts, as obviously it involves weapons, but then again some of the processes mentioned previously could be applied and enhance general roleplay situations within. There isn't much to this, since as an experienced roleplayer the general concept of setting something like this up will be no problem. It could include anything between nuclear poweplants, facilities storing high value military intelligence or assets, manufacturing of high value equipment for military use, or even the development of medicine for use in military contexts.

SWAT/governmental response units

This falls under police militarization, it doesn't only apply to the specific job, but could also aid officers that create special task forces to focus on certain groups that require an enhanced array of armament to be used. A specific that is important to keep in mind while being bound as a response unit, and that being your only purpose as SWAT is to keep yourself in the background until you're dispatched, otherwise you will essentially serve the same purpose as an officer, just with higher end gear, and that is not the point of the role. As an officer in a special task force, you would logically discuss the matters with other parts of the government and receive express authorization from your supervisor and/or the president in order to continue. An example could be a gang task force, with the use of military powered weapons in order to suppress the gang violence. Even then, there are not many limits, so long as you stay with in the borders of your job.

These are just a few examples, as obviously military roleplay isn't bound to three types or scenarios. It occurs in many other types, operations and special events all around. The use of general knowledge on the subject often comes in handy, and will also allow you to develop upon your character on a more in-depth level. It all comes down to your imagination and innovation into it all, there is always some way to incorporate military themes to your daily roleplay experience in one way or another.

A few pictures of some I've personally done in the past:


4) - Communication

This part is specifically beneficial for both the enhancement of roleplay as well as the efficiency during combat. The importance of communication with your unit is excessive, during combat it can mean the difference between life and death, and during roleplay it enhances and creates a more lifelike dynamic. I'll make this section fairly brief since it is a rather simple subject, things like reporting in and asking for reports of how things are planning out elsewhere, abbreviations and codes, operation completion through working together are all a part of this.

The following is taken out of the Cerberus Sierra field initiative manual:

Quote:Communication:

To work well together as a unit, to accomplish and to conquer, we must communicate, this is the key to our mutual success.

Core principles of unit communication

Brevity is the art of describing and saying a lot with few words. One must always strive to be frugal on the number of words needed to convey a message - there's a lot that needs to be said by many people in a fight, and it's all important. Utilizing brevity allows for all important things to be communicated as rapidly as possible.

Clarify, one must strive to be very clear in their language. This requires the usage of defined tactical language terms, brevity words, a clear and loud communicative manner and so forth. Enunciation and repetition of critical statements is a crucial matter.

Confirm and read back, it's important to confirm that you heard orders, so that commanders know that they are being understood. Additionally, it can be helpful to provide a "read back" of an order to confirm that you fully understand what is being asked of you - this is done by restating what you were ordered to do, so that the person giving the orders can confirm that you heard them correctly.

Alerting and identifying, alerting is the act of using key words to get the attention of people before you start saying something important. For example, a commanding officer could say "Squad, listen up!". Identifying is the act of saying who you are and who you're trying to contact when speaking over a radio frequency. This helps reduce confusion and alerts people that someone is attempting to tell them something. For example, an operative saying "India, this is Foxtrot, be advised, you have enemy infantry on your west flank" is utilizing the alert/identify concept. When things are hectic, it's often a good idea to state your callsign and who you are trying to reach, then allow them to answer you when they're available.

Usage of standard operating procedures and tactical language (elaborated below), being familiar with the standard formats of SITREPs, CASREPs, contact reports, etc. aswell as being familiar with the wide range of words and tactical terms, helps to ensure that communication is easy to understand by all involved participants.


The following are glossaries, also taken from the Cerberus Sierra field initiative manual:

Quote:General

Copy, standard acknowledgement.
Roger, simple affirmative acknowledgement, if ordered to do something, promptly use this term.
Wilco, short for "will comply", typically used in conjunction with roger; "Roger, Wilco".
Stand by, acts as either a wait request or preparatory command. When used as a preparatory command, it is a warning to anyone listening to that an important even is about to happen, typically one which other operatives will need to participate in. When used as a wait request, it is a way to tell the person asking you a question that you need a few moments to get the answer.
Be advised, is used to indicate important information during a radio communication, typically to another leadership element. I.e: "Command, be advised, Foxtrot took heavy casualties and is down to one reinforced fireteam."
Say again, means the prior message was not understood - say it again.

Movement & Control

On Me, command by an element leader to tell his element operatives to form up on him and follow him.
Move out, is a command used to indicate the beginning of a period of movement.
Hold, is used to control movement. "Hold" is ordered when a unit needs to make a temporary halt. Oftentimes used to maintain cohesion between multiple elements.
Go Firm, once ordered all operatives consolidate their position, assume a defensive and secure posture, get a count of their numbers, check their ammunition, and stand by for orders.
Cease Fire, is used to cause a temporary lull in the shooting. Cease fire is used when all enemies are seemingly dead and no further shooting is necessary.
Check Fire, is used when it's suspected that a friendly unit is being fired upon by friendlies. Cease fire can be used in that situations as well, as long as the person giving the command makes it clear that friendly units are possible being engaged by friendly forces.
Hold Fire, is distinctly different from cease fire, this command is used to maintain stealth. When under a "hold fire" order, operatives do not engage the enemy until the commanders give the go-ahead.


Personal Status

Up, is a general statement to indicate that an operative has returned to a ready state. An operative can use "Up" to indicate that they have caught up to their unit, have successfully reloaded, have received medical aid, et cetera.
Set, is said to indicate that an element is in position.
Weapon Dry, is used to indicate that your weapon is temporarily out of action, only spoken when urgent.
Misfire, is used to indicate that you're having difficulties with your weapon.

Operational Codes

ASAP - As soon as possible.
KIA - Killed in Action.
SAR - Search and Rescue (hostage situations)
SITREP - Situation report
LZ - Landing Zone
CLR - Clear
LOS - Line of Sight
MEDEVAC - Medical Evacuation
NAV - Navigation
OPFOR - Opposing Forces
OP - Operation
TOP - Training Operation
POS - Position
RF - Radio Frequency
SQD - Squad
VIS - Visual
COMMS - Communicatons

Rank Codes

CO - Commanding Officer
SO - Senior Officer
WO - Warrant Officer
OO - Operating Officer


All of these terms aren't crucial nor near beneficial in all situations, but they're in use during clan related military roleplays conducted. That being said, they're good to know and can enhance the experience during combat or even just in normal situations.

5) - Advanced Combat

This section features some more in-depth aspects of involving yourself with a combat situation, again I will feature some steps from the Cerberus Sierra field initiative manual, since it is my best possible description of how it's done.

Quote:Protocol & Code of Engagement:

Identify, maintain & communicate

Identify your squad, allies, hostiles and surroundings. Knowing who is where and what is where allows you to plan and ordinate your next move throughoutly without the biggest of challenges. Maintaining situational awareness helps to prevent being surprised by enemy contact, prevents friendly-fire incidents and gives you an idea of what areas need more observation and attention based upon how the unit is oriented. Report in and speak concisely on comms. When reporting directions, use relative directions (front, left, rear, right) or numeral relative directions (twelwe, three, six, nine). If directions of all operatives are unknown, compass directions if possible and degree bearings should be used, direct and cordinate by relating to objects or buildings (i.e. left from the red building).

  • Allow yourself to be directed


Senior ranked officers have experience, that experience gains them authority with in the unit, at any time listen to your operation leader or a senior ranked officer, their duty and role is to keep you alive throughout the accomplishment of the operation on task. Listen, process, act.

  • Do not act single-handedly


You're working in a team, for a purpose and with a goal, do not be the one to give away an approach by firing your rifle or firing at a traget without having been given clearance. Once things heat up, and thus the element of peace and surprise is lost, you're most usually free to shoot at anything that poses a threat. Until that point, maintain good fire discipline, in accordance with the instructions of your element leader.

  • Maintain appropiate interval


Bunching up and cluttering together ends in chaos and death, keep meters of distance between yourself and your fellow operatives, otherwise the enemy is going to have a fun time with you and those you have clustered with.

  • Cover your sector


All 360 degrees of your perimiter must be cleared at all times, every operative plays a role in covering and infiltrating, and you must spread focus points of each armed officer differently. When halted, ensure that sombody is paying attention to rear security, if nobody is, take it upon yourself - the unit will thank you later.

Placement is important, below you can see some examples of covering strategies and how to use them.

Covering sectors in an urban environment:

[Image: JxL23Ev.png]

Covering sectors in an open terrain:

[Image: rs4tBIs.png]

"Universal Rules of Engagement":

This state is in effect unless told otherwise, such as during a special operation briefing or when given a more specific ROE during an operation.

Universal ROE requires an operative to understand how the proximity, awareness and danger of the enemy threat factors into shoot or no-shoot decisions.

Proximity is the distance that an enemy unit is from you. Closer enemies are potentially higher threats, but a close enemy without awareness of you (or other units) does not require immediate engagement.

Awareness is how much information the enemy has about your presence or location. Enemies that are aware of your presence are very high-priority threats, though proximity and danger must be considered aswell.

Danger is how much of a threat the enemy is to you or other units. Armed units that are in close proximity and aware of friendly armor are very dangerous and should be engaged promptly (with respect for the non-requirement of immediate engagement). On the other end of the spectrum, an unarmed enemy may be close and aware of friendlies, but unless they have comms with their associated, they are not a significant danger.

  • You may and must always act in the defense of yourself and your unit


If the enemy is about to engage a friendly unit, you do not need clearance to fire. Act first, save your life or the life of your fellow operatives, then call it in.

  • You may always return fire when fired upon


Identify your targets before engaging them, but do not hesitate to engage when the enemy is engaging you.

  • When time permits, ask for clearance to fire before taking action


This only applies to situations where you and your fellow operatives have the initiative, such as when coming upon enemies that have not yet spotted you. Doing this allows leadership elements to control and regulate the initiation of fires more precisely, generally resulting in more effective results. Advance warning also allows other operatives to get better positions before the engagement begins.

  • Move from cover to cover, or concealment to concealment


If you're under fire, do so in short rushes. Ensure that you know where you're going next before you start to move from your current position. This helps you avid getting caught out in the open without a plan.

  • Know where to go when contact is made


If you stay aware of your environment and surroundings, you should be able to instantly move towards cover or concealment if your unit encounters unexpected contact. The last place you want to be standing is the place you are at when contact is made - if it's an ambush, someone is probably either already aiming at you or trying to get you in their sights. Move with speed and intensity to a better position and then begin aggressively fighting back.

  • Take a knee at halts


Crouching lowers your exposure, which makes it harder for someone to hit or identify you from a distance. Get into the habit of taking a knee at any time that you're halted for more than a second or two.

  • Move at a pace appropriate to the known and expected threat


Movement must happen at a tactical pace, if the opposition is outnumbered, move with heavy force and spread two-on-two or three-on-three to allow engagement to flow smoother. If you are outnumbered, move quickly and targeted for a location or regroup position, don't take chances and do not take picks on the opposition. Always pick the movement speed that balances your ability to maintain situational awareness and react rapidly to threats with your vulnerability as a target.


All of these points will help you not only come out on top of combat situations, but also enhance the amount of teamwork and at least making it a process rather than just running and gunning. Taking it seriously is often better for most people.

6) - Finishing Words

This guide is designed to guide you through military roleplay processes partially, but not all the way through. Some points are up to yourself, and do keep in mind that most of these points are my personal opinions and ways of getting things done on these matters.

If you have any questions, or wish further guidance feel free to contact me at any time. Any comments are welcome, as well as I hope you enjoyed and gathered something from this manual.

Thank you
Nice guide, man! Super detailed Big Grin
Here's a tip: When you don't hear the command properly, don't say "repeat". It's not what you think it is (it means repeat artillery fire in the US and Canadian forces, IIRC)
(Aug 12, 2015, 10:07 PM)DoomDude1 link Wrote:Here's a tip: When you don't hear the command properly, don't say "repeat". It's not what you think it is (it means repeat artillery fire in the US and Canadian forces, IIRC)

I don't think LimeLight has artillery so I do not have to worry about that Smile
A useful guide indeed. Keep it up, Narc.
Wot militiiliokatarizinolioiriqiztion gauide
(Jul 8, 2017, 11:54 AM)Fly Wrote: [ -> ]Wot militiiliokatarizinolioiriqiztion gauide

Trying to steal 's #1 necroposter badge?
(Jul 8, 2017, 01:41 PM)Cooli Wrote: [ -> ]
(Jul 8, 2017, 11:54 AM)Fly Wrote: [ -> ]Wot militiiliokatarizinolioiriqiztion gauide

Trying to steal 's #1 necroposter badge?

I'll necro your awkward posts.
(Jul 8, 2017, 01:56 PM)Fly Wrote: [ -> ]
(Jul 8, 2017, 01:41 PM)Cooli Wrote: [ -> ]
(Jul 8, 2017, 11:54 AM)Fly Wrote: [ -> ]Wot militiiliokatarizinolioiriqiztion gauide

Trying to steal 's #1 necroposter badge?

I'll necro your awkward posts.

all my posts are awkward.