TOC TTP Breaching Techniques

**Tactics, Techniques and Procedures Section: Breaching Techniques**

In this section, we will outline 'Breaching Techniques', from which a small team, unit or element can employ in structures and buildings to provide entry in to or out of an otherwise impassable environment. Additionally, it will clarify on methods.

**Breaching Definition**

          Breaching

          /briːtʃ/

          (Mass Noun)

          I. To make a gap in and break through a structure, wall, barrier, or given defence.

          *"...The Element affected entry into the compound by means of breaching charges..."*

**What types of breaching are there?**

Breaching begins when a unit or individual decides to 'affect entry' into a given structure or environment. Determining how difficult the entry technique may be, helps clarify what form of entry the breacher or team-leader may deploy. For instance, a barricaded door may require specialist tools, or another entry altogether, by contrast a reinforced door, of which is common in secure locations, may require explosive or mechanical / assisted entry, so as to properly enter it.

* Types of Breaching
	+ Unassisted Entry
		- Use of Doorway (Opening/Closing)
		- Use of Windows (Opening/Closing)
		- Use of Openings, Entrances, Ports
	+ Assisted Entry
		- Ballistic Breaching (via use of Hatton or TESAR frangible Shotgun Shells/Ammo)
		- Mechanical Breaching (via use of Hand Tools, or hand-operated Machinery, also)
		- Thermal Breaching (via use of Blow Torches, and Thermal/Thermic Lances, also)
		- Explosive Breaching (via use of Water, Linear or Strip Charges to provide entries)

Determining what the situation requires, a team leader may determine that entry does not require assisted force, but if required, can employ various methods depending on the current context. For instance, in the example of a scenario in which hostages are factored in, assisted entry may need revising before deployment to prevent injury or retaliation of hostile forces. Ballistic and Explosive breaching are fastest, while Thermal and Mechanical are usually slower in usage.

## Technique: Open and Clear

### Technique:

Technique for Opening Doors, and Clearing its Room

### Notes:

Technique provides basic door handling experience, coupled with an advanced entry technique subject to team leader's preference.

The "Open and Clear" Command, is used by an element or team leader when requesting their unit approaches, checks and opens a door prior to affecting a clearing technique. It has a particular focus on security, and a team should always bare in mind its AOR, Munitions and Threat Levels.

Critical Elements: **Open and Clear**

1. **Pointman** (or nearest Operator)
	* Approaches Door, conducts 'Door Check' to ask the following:
		+ Is it locked?
		+ Is it boobytrapped?
		+ Are there hostiles inside?
		+ How do I successfully get in? (with safety for others)
		+ What is going on inside the room at this time?
2. **Remainder Team**
	* Upon Door Check 'Assessment' perform the required entry based upon the context of the situation given by that team
3. **Available Options**
	* Can Open and Clear (as demonstrated here)
	* Can Demo or Breach and Clear (if barricaded/unable to enter)
	* Can Shoot Locks and Affect Entry (if locked, and unavoidable)
	* Attempt to affect entry by other means should above not work

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Move and Clear

### Technique:

Technique for Entering Open Doorways, and Clearing its Room

### Notes:

Technique provides basic doorway protocols, coupled with an advanced entry technique subject to team leader's preference.

The "Move and Clear" Command, is used by the element or team leader, if requesting their unit approaches open, potentially hostile doorways. It has a particular focus on security, and a team should always bare in mind its AOR, Munitions and Threat Levels. Entry techniques usually follow Move & Clear.

Critical Elements: **Move and Clear**

1. **Pointman** (or nearest Operator)
	* Approaches Doorway, without Flagging Entryway
	* Stands by for Entry Technique if not pre-established
2. **Remainder Team**
	* Upon initial threat 'Assessment' perform the required entry based upon the context of the situation given by that team
3. **Available Options**
	* Can Grenade and Clear
		+ Flashbangs (for Blinding, Stunning, Deafening Enemies)
		+ Frag Grenades (for dispatching embedded room enemy)
		+ Smoke Grenades (provide initial entryway smoke cover)
	* Can Pie Door for Threats
	* Can Set Up Defensive Fire
	* Can Stand-by at Entrances

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Grenade and Clear

### Technique:

Technique for Grenading Open Doorways, and Clearing its Room

### Notes:

Technique provides munitions for doorways, coupled with an advanced entry technique subject to team leader's choice.

The "Grenade & Clear" Command, is used by the element or team leader, if requesting their unit approaches open, potentially hostile doorways. It has a particular focus on security, and a team should always bare in mind its AOR, Munitions and Threat Levels. Entry techniques will follow Grenade & Clear.

Critical Elements: **Grenade and Clear**

1. **Pointman** (OPERATOR1)
	* Approaches Doorway, without Flagging Entryway
	* Stands by for Entry Technique if not pre-established
	* Provides Security by Aiming at the Doorway (AORs)
2. **Grenader** (OPERATOR2)
	* Upon order by the Team Leader, prepares & throws grenade:
		+ Flashbangs (for Blinding, Stunning, Deafening Enemies)
		+ Frag Grenades (for dispatching embedded room enemy)
		+ Smoke Grenades (provide initial entryway smoke cover)
3. **Remainder Team**
	* Upon initial threat 'Engagement' perform the required entry based upon the context of the situation given by that team
4. **Available Options**
	* Must Enter Immediately, following Grenade's Dispersal

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Breach and Clear

### Technique:

Technique for Breaching Closed Doorways, and Clearing its Room

### Notes:

Technique provides munitions for shut doors, coupled with an advanced entry technique subject to team leader's choice.

The "Demo and Clear" Command, is used by the element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Demo & Clear.

Critical Elements: **Breach (or Demo) and Clear**

1. **Breacher** (OPERATOR1)
	* Approaches Door, conducts 'Door Check' to ask the following:
		+ Is it locked?
		+ Is it boobytrapped?
		+ Are there hostiles inside?
		+ How do I successfully get in? (with safety for others)
		+ What is going on inside the room at this time?
2. **Breacher** (OPERATOR1)
	* Sets 'Water Charge' or Demolitions Charge, affixed to Door
3. **Leader**
	* Gives the 'GO' Order, to Set Off Breaching Charge and Enter

1. **Remainder Team**
	* Upon initial demo setup perform the required entry based upon the context of the situation given by the team leader
2. **Available Options**
	* Must Enter Immediately, following Charge's Dispersal

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Shot and Clear

### Technique:

Technique for Breaching Closed Doorways with Special Shotgun Munitions, and Clearing its Room

### Notes:

Technique provides munitions for shut doors, coupled with an advanced entry technique subject to team leader's choice.

The "Shot and Clear" Command, is used by the element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Shot & Clear.

Critical Elements: **Shot and Clear**

1. **Breacher** (OPERATOR1)
	* Approaches Door, conducts 'Door Check' to ask the following:
		+ Is it locked?
		+ Is it boobytrapped?
		+ Are there hostiles inside?
		+ How do I successfully get in? (with safety for others)
		+ What is going on inside the room at this time?
2. **Leader**
	* Gives the 'GO' Order, to make Shotgun Entry upon Door
3. **Breacher** (OPERATOR1)
	* Targets Door Hinges/Lock, places necessary number of shots
4. **Remainder Team**
	* Upon initial doorfall, team performs the required entry
5. **Available Options**
	* Must Enter Immediately, following Door's fall

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Open, Grenade and Clear

### Technique:

Technique for Grenading Shut Doors, and Clearing its Room

### Notes:

Technique provides munitions for doorways, coupled with an advanced entry technique subject to team leader's choice.

The "Open, Grenade & Clear" Order, is used by element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Shot & Clear.

Critical Elements: **Open, Grenade and Clear**

1. **Breacher** (OPERATOR1)
	* Approaches Door, conducts 'Door Check' to ask the following:
		+ Is it locked?
		+ Is it boobytrapped?
		+ Are there hostiles inside?
		+ How do I successfully get in? (with safety for others)
		+ What is going on inside the room at this time?
2. **Leader**
	* Gives the 'GO' Order, to make Team Entry upon Door
3. **Breacher** (OPERATOR1)
	* Opens the Door upon Leader's 'GO' Order and 2's Ready
4. **Grenader** (OPERATOR2)
	* Upon order by the Team Leader, prepares & throws grenade:
		+ Flashbangs (for Blinding, Stunning, Deafening Enemies)
		+ Frag Grenades (for dispatching embedded room enemy)
		+ Smoke Grenades (provide initial entryway smoke cover)
5. **Remainder Team**
	* Upon initial threat 'Engagement' perform the required entry
6. **Available Options**
	* Must Enter Immediately, following Grenade's Dispersal

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Demo, Grenade and Clear

### Technique:

Technique for Breaching & Grenading Shut Doors, and Clearing its Room

### Notes:

Technique provides munitions for doorways, coupled with an advanced entry technique subject to team leader's choice.

The "Demo, Grenade & Clear" Order, is used by element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Shot & Clear.

Critical Elements: **Demo, Grenade and Clear**

1. **Breacher** (OPERATOR1)
	* Approaches Door, conducts 'Door Check' to ask the following:
		+ Is it locked?
		+ Is it boobytrapped?
		+ Are there hostiles inside?
		+ How do I successfully get in? (with safety for others)
		+ What is going on inside the room at this time?
2. **Breacher** (OPERATOR1)
	* Sets 'Water Charge' or Demolitions Charge, affixed to Door
3. **Leader**
	* Gives the 'GO' Order, to Set Off Breaching Charge & Grenade
4. **Grenader** (OPERATOR2)
	* Upon order by the Team Leader, prepares & throws grenade:
		+ Flashbangs (for Blinding, Stunning, Deafening Enemies)
		+ Frag Grenades (for dispatching embedded room enemy)
		+ Smoke Grenades (provide initial entryway smoke cover)
5. **Remainder Team**
	* Upon initial threat 'Engagement' perform the required entry
6. **Available Options**
	* Must Enter Immediately, following Grenade's Dispersal

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

## Technique: Shot, Grenade and Clear

### Technique:

Technique for Breaching Closed Doorways with Special Shotgun Munitions, Grenading and Clearing its Room

### Notes:

Technique provides munitions for shut doors, coupled with an advanced entry technique subject to team leader's choice.

The "Shot, Grenade & Clear" Order, is used by element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Shot & Clear.

Critical Elements: **Shot, Grenade and Clear**

1. **Breacher** (OPERATOR1)
	* Approaches Door, conducts 'Door Check' to ask the following:
		+ Is it locked?
		+ Is it boobytrapped?
		+ Are there hostiles inside?
		+ How do I successfully get in? (with safety for others)
		+ What is going on inside the room at this time?
2. **Leader**
	* Gives the 'GO' Order, to make Shotgun Entry and Grenade
3. **Grenader** (OPERATOR2)
	* Upon order by the Team Leader, prepares & throws grenade:
		+ Flashbangs (for Blinding, Stunning, Deafening Enemies)
		+ Frag Grenades (for dispatching embedded room enemy)
		+ Smoke Grenades (provide initial entryway smoke cover)
4. **Remainder Team**
	* Upon initial threat 'Engagement' perform the required entry
5. **Available Options**
	* Must Enter Immediately, following Grenade's Dispersal

In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.