Bravo 3 ODST Handbook

# The Import of this Document is a work in progress

By Foehammer

Wiki importing Spades

Publish Date: April 2023

## Commander's Intent

The main goal of this SOP is to explain all the tactics and style of combat operation used in Bravo 3. Everything in this SOP will be used at some point by ODSTs, so all members should be proficient in all of the topics in this SOP. The information in this SOP is likely to be changed or updated as our tactics evolve, so make sure to review this SOP every few weeks to ensure you have the most up to date info. Remember as a member of Bravo 3 you are expected to be of the highest quality, best trained, and deadliest members of this unit, act as such.

# Chapter 1

### Basic Unit Tactics

This Chapter is intended to cover basic tasks and drills which are the following team, element, and company structure, formations, battle drills, communication, land navigation, First aid and  Weapon systems.

### Element and Teams

3 Elements make up the 14 personnel MSOT. The team is composed of two, five person assault elements and one HQ element

Element/Team(s) consist of:

HQ Element Assault Element

Team Leader (Officer) Element Leader (Staff Sergeant)

Team Chief (Senior NCO) Assistant Element Leader / Element Member

Operations Sergeant (Gunnery Sergeant) Element Member

Assistant Operations Sergeant (Staff Sergeant) Element Member

Medic (SARC)

Roles of the Team

### Formations

Video

Move as a Member of a Element/ Team

#### Wedge

Wedge. This is the basic Element formation

formation which:

Is easy to control.

Is flexible.

Allows immediate fires in all directions.

Offers all round local security.

Spacing between individuals is determined by the presence or absence of cover

#### Team column with Elements in a column

Here we see a squad in column formation, while the fire teams of the squad are both in wedge formation. Note that the lead team is using the grenadier and rifleman to navigate with a compass and a pace count.

Lead element machine gunner should be positioned on the side most likely to receive contact

SAW gunners should be alternating sides when moving as a squad. (heavy right or left)

#### Element File

Provides the most security to the flanks

Is the worst formation for massing fires to the front

Allows the element to move quickly when speed is required in an  organized fashion

Is useful when moving through very thick vegetation or in an urban environment

Also useful for movement at night

#### Team File

Used mostly in Close terrain, dense vegetation, limited visibility conditions

Easiest to control

Most difficult formation to maneuver from

Allows immediate fire to the flanks, masks most fire to the front and rear

Least security

#### Team Line

Often used For maximum firepower to the front

Control is not as good as squad column

Limited maneuver capability (both fire teams committed)

Allows maximum immediate fire to the front

Security good to the front, little to the flank and rear

### Element/ Team movement techniques

Video

The video above summarizes this section

The Team Leader (When moving as a full Team) determines and directs which movement technique the Team will use. While moving, leaders typically separate their unit into two groups: a security element and the main body. In most scenarios, the MSOT is not large enough to separate its forces into separate security forces and main body forces. However, it is able to accomplish these security functions by employing movement techniques. A movement technique is the manner a platoon uses to traverse terrain.

As the probability of enemy contact increases, the Team Leader adjusts the movement techniques to provide greater security. The key factor to consider is the trail unit’s ability to provide mutual support to the lead element. Soldiers must be able to see their Element Leader. The Team Leader should be able to see his Element Leader.

#### TRAVELING:

Video

The platoon often uses the traveling Technique when contact is unlikely and speed is needed. When using the traveling technique, all unit elements move continuously. In continuous movement, all Soldiers travel at a moderate rate of speed, with all personnel alert. During traveling, formations are essentially not altered except for the effects of terrain.

#### TRAVELING OVERWATCH:

Video

Traveling overwatch is an extended form of traveling in which the lead element moves continuously but trailing elements move at varying speeds, sometimes pausing to overwatch movement of the lead element. Traveling overwatch is used when enemy contact is possible but not expected caution is justified but speed is desirable.

The trail element maintains dispersion based on its ability to provide immediate suppressive fires in support of the lead element. The intent is to maintain depth, provide flexibility, and sustain movement in case the lead element is engaged. The trailing elements cue their movements to the terrain, overwatching from a position where they can support the lead element if needed. Trailing elements overwatch from positions and at distances that will not prevent them from firing or moving to support the lead element. The idea is to put enough distance between the lead unit and trail unit(s) so if the lead unit comes into contact the trail unit(s) will be out of contact but have the ability to maneuver on the enemy.

Traveling overwatch requires the leader to control his subordinate’s spacing to ensure mutual support. this involves a constant process of concentrating (close it up) and

dispersion (spread it out) the primary factor is mutual support, with its two critical variables being weapon ranges and terrain. infantry platoon’s weapon range limitations dictate that units should not generally get separated by more than 300 Meter. in compartmentalized terrain this distance is obviously closer while in open terrain this distance is greater

#### Bounding Overwatch

Video

Bounding overwatch is similar to fire and movement in which one unit overwatch's the movement of another. The difference is there is no actual enemy contact. bounding overwatch is used when the leader expects contact. The key to this technique is the proper use of terrain. subordinate units fall into one of three categories: bounding, overwatching or awaiting orders

#### Methods of maneuvering subordinates

There are two methods of counting the squads: successive and alternate bounds. in successive bounds the lead element is always the same; in alternate bounds (leapfrog), the lead element changes each time

#### Successive Bounds

If the platoon uses successive bounds, the lead squad, covered by the trail squad, advances and occupies a support by fire element. The trail squad advances to a support by fire position abreast of the lead squad and halts, the lead squad moves to next position and the move continues. only one squad moves at a time, and the trail squad avoids advancing beyond the lead squad

#### Alternate Bounds

covered by the rear squad, the lead squad moves forward, halts and assumes overwatch positions, the rear squad advances past the lead squad and takes up overwatch positions. the initial lead squad then advances past the initial rear squad and takes up overwatch positions, only one quad moves at a time, this method is usually more rapid than successive bounds

## Battle Drills

The UNSC still uses most modern real life battle drills that each branch of the American Military uses today.

A battle drill is a type of standard operating procedure used in the training of infantry. Based on commonly encountered scenarios, battle drills are used to establish standardized actions of a team, allowing for a quick collective response without the need for deliberate decision making. Platoons and squads apply fire and maneuver accordingly, requiring leaders to rapidly make decisions and quickly issue brief oral orders

Some Videos might not work. We are in the process of finding new ones.

### Marine & Army Battle Drills:

Battle Drill 1- Platoon Attack

Battle Drill 1A- Squad Attack

Battle Drill 2- React to Contact

Battle Drill 3- Break Contact

Battle Drill 4- React to Ambush

Battle Drill 5- Knockout a Bunker

Battle Drill 6-Enter/Clear a Building/Room

Battle Drill 7- Enter/Clear a Trench

## Communication

(a introduction and usage of ACRE 2/or any radio system the unit use)

(how to use the radio/program)

(simple communication format) “Hey you this is me”

1: “Bravo this is Alpha, over?”      (Over, is used when you finished what you have said an expect a reply)

2: “Alpha this is Bravo send traffic, over”

1: “Bravo requesting sitrep, over”

2: “Alpha sitrep is as follows, break” (Break, is used when there will be a momentary pause.)

(common brevity words used)

(Phonetic alphabet)

(comms card Within platoon level and Emergency freq)

(Appendix A: smart cards/ UXO,Spot report. salt, salute, modified 9 Line ect…)

(whatever else you can think that could be part of communication)

## Land Navigation

Land navigation starts with reading of your compass weather in game or outside in real life. Reading the compass is fairly simple when looking at the device. On a compass you have red numbers and black numbers. Red numbers are degrees which cover 360. The Black numbers are Mils used commonly by artillery in real life. (example below)

Next would be reading the grid and gathering the grid coordinates. (see below)

Your address is grid square 1181. To determine your address, start from the left and read right until you come to 11, the first half of your address. Then read up to 81, the other half. Your address is somewhere in grid square 1181.

To get these extra numbers, suppose that each grid square has 10 lines inside it running north and south, and another 10 running east and west. This makes 100 smaller squares. You can estimate where these imaginary lines are (Below)

Suppose you are halfway between grid line 11 and grid line 12. Then the next number is 5 and the first half of your address is 115. Now suppose you are also 3/10 of the way between grid line 81 and grid line 82. Then the second half of your address is 813. Your address would be 115813 (Above). (If you are exactly on line 81, the second half would be 810.)

Identifying terrain features on map

### Back Azimuth

A back azimuth is the opposite direction of an azimuth. It is comparable to doing “about face.” To obtain a back azimuth from an azimuth, add 180 degrees if the azimuth is 180 degrees or less; subtract 180 degrees if the azimuth is 180 degrees or more. The back azimuth of 180 degrees may be stated as 0 degrees or 360 degrees. For mils, if the azimuth is less than 3200 mils, add 3200 mils; if the azimuth is more than 3200 mils, subtract 3200 mils.

### COLORS USED ON A MILITARY MAP

By the fifteenth century, most European maps were carefully colored. Profile drawings of mountains and hills were shown in brown, rivers and lakes in blue, vegetation in green, roads in yellow, and special information in red. A look at the legend of a modern map confirms that the use of colors has not changed much over the past several hundred years. To facilitate the identification of features on a map, the topographical and cultural information is usually printed in different colors. These colors may vary from map to map. On a standard large-scale topographic map, the colors used and the features each represent are—

* Black
	+ Black indicates cultural (man-made) features such as buildings and roads, surveyed spot elevations, and all labels.
* Red-Brown
	+ The colors red and brown are combined to identify cultural features, all relief features, non surveyed spot elevations, and elevation such as contour lines on red-light readable maps.
* Blue
	+ Blue identifies hydrography or water features such as lakes, swamps, rivers, and drainage.
* Green
	+ Green identifies vegetation with military significance such as woods, orchards, and vineyards.
* Brown
	+ Brown identifies all relief features and elevation such as contours on older edition maps and cultivated land on red-light readable maps
* Red
	+ Red classifies cultural features, such as populated areas, main roads, and boundaries, on older maps.
* Other
	+ Occasionally, other colors may be used to show special information. These are indicated in the marginal information as a rule.
	+ (finding your position on map by 2 or more known points)

a few videos to consider :

Land Navigation Explained

## First Aid

* Becoming a Medic
	+ Must have 14 days TIG as Pvt
		- Squad Leader’s/Supervisor’s permission
		- Medical Team Leader’s (MTL) permission
		- Open spot in Medical Team roster
* Training as a Medic
	+ Will be conducted by at least a Cpl
		- Cpl must have at least 2 official unit operations experience
		- Cpl must have MTL permission to conduct training
		- Cpl will train
	+ Once Section (A) is completed, Trainee will
		- Assist in medical operations with either
			* Medical Team Leader
			* Any Medical Team Member who has completed training
				+ In Clarity - Assisting medic will shadow and help the senior medic of the two
	+ Once Section (B) is completed(May take about 1 or 2 weeks worth of operations), Trainee will
		- Be Identified as a Medical Team Member
		- Be assigned to a position within the company
			* Positions are subject to change
				+ If there is a lack of medics, positions may be vacant for events, depending on circumstances, Medics may be reassigned.

Medical Team Roster (Trainee’s In Training)

## Positioning

Having a thorough understanding of how a Medic operates and deals with problems can not only mean life and death, but can also mean the overall success of a mission. The loss of a Medic can make a team combat ineffective which as a whole reduces the overall effectiveness of friendly forces in a region.As a Medic, your primary objective is to keep the squad running so therefore it is critical that you do not place yourself in an unnecessary position where it is more likely that you could be hit. An ideal position is approximately Ten to fifteen meters behind your advancing element or at the hip of your element leader. This allows good situational awareness to identify casualties as well as when not in a medical capacity, a good rearguard (Security).

Location - The current location of the wounded marine; is he in a safe location for possible treatment?

You must identify if the injured marine is in a safe location. If he is, then you can immediately treat him, if not you must then identify if he is conscious. The reason consciousness can make or break a situation is that it can dramatically complicate it. Assuming that the injured marine is not conscious then you must devise a plan to recover him for immediate treatment. The attached element will provide both covering fire and smoke concealment to mask your advance to the location. If you have identified that the current position of the wounded marine is too heavily under fire for treatment then you must recover his body by two methods:

Carrying the patient

This is best used for recovering a patient along a long distance. You move considerably quicker than dragging however it takes a limited amount of time to perform the action.

Dragging the patient

This action is best used for recovering a patient along a short distance. Compared to carrying the patient, you move dramatically slower however you can perform the action instantaneously.

While being covered by friendly forces, either method can be used to recover the patient for treatment.

If you have identified that the position of the patient is under light enemy fire, then you can treat - a conscious marine running towards friendlies is both quicker and much safer than either carrying or dragging him back.

However there are both advantages and disadvantages to immediately treating him where he is and returning him to friendly forces.

2.6-D: Performing Immediate Treatment at Their Location While Under Fire

Advantages:

You can perform immediate treatment which can eliminate the possibility of racing against bleedout.

Once you have treated him and he is conscious, you can both return to friendly forces while under both cover and concealment.

Disadvantages:

If you have identified that he has heavy blood loss and you require nurses (team mates) to assist in either applying tourniquets or CPR. Then it is more difficult to request them since you also have to provide covering fire for them as they advance towards your position which as a consequence can endanger their lives - one unconscious marine is better than two.

Hostile forces may find it easier to advance on your position.

2.6-E: Performing Either a Carry/Drag Action Towards Friendly Forces

Advantages:

Once you have returned, you can request assistance to treat the wounded marine that will not have the possibility of endangering more lives.

You are no longer under threat from hostiles that are shooting at you, or advancing on your position.

Disadvantages:

It is not immediate treatment and could result in the patient bleeding out.

You are once again risking both your life and the wounded marine’s life while under fire.

However, if he is still conscious you can instead provide cover and concealment to enable him to retreat to your position for you to treat him. If this is the case, then he will not be in as critical condition compared to that if he is unconscious.

Result two will use the same overall thought process however instead of you visually identifying him as injured, a fellow marine will shout, “Corpsman up!”. This indicates that a friendly is injured and requires immediate aid. Once you have heard that call, you will respond by notifying friendlies that you are easing your fire towards the hostile forces and moving on the wounded. During this process, you can request a brief description of both the amount of wounded and a rough observation by a marine to indicate what has happened.

However, if a Corpsman has not heard the call, then the marines must continue calling down the line until the Corpsman has heard and understood the request. Once that has happened, you will then both assess if the position is safe and if the patient is conscious.

Carrying the patient

This is best used for recovering a patient along a long distance. You move considerably quicker than dragging however it takes a limited amount of time to perform the action.

Dragging the patient

This action is best used for recovering a patient along a short distance. Compared to carrying the patient, you move dramatically slower however you can perform the action instantaneously.

While being covered by friendly forces, either method can be used to recover the patient for treatment.

If you have identified that the position of the patient is under light enemy fire, then you can treat - a conscious marine running towards friendlies is both quicker and much safer than either carrying or dragging him back.

However there are both advantages and disadvantages to immediately treating him where he is and returning him to friendly forces.

2.6-F: Establishment of a Casualty Collection Point (CCP)

A Casualty Collection Point (CCP): is a friendly identified position that is used to treat friendly forces that are experiencing Mass-Casualties (MCI) and such enables medical personnel to centralize their resources and efforts at treating in a safe and mobile location. Such posts are optimally positioned in a heavily defendable location or within close proximity of a potential CASEVAC site. A CCP can be established by a Corpsman or Squad Leader (with Corpsman supervision) and can easily be identified by colored smoke (IR Strobe during darker operations).

Locations for a CCP can vary; use the urban surroundings or a natural defilade to protect you as well as the wounded.

On establishment of CCP, it is imperative to broadcast the position of the CCP to enable additional friendly forces as well as remnants of a MCI to assist and be treated at the CCP immediately.

## Anatomy

It is important to be familiar with your patient's anatomy as well as which actions can be performed on particular body parts. The following list will provide applicable actions for the ACE3 Basic Medical System.

* Head
	+ Bandage - Applies 1 Bandage/ Biofoam
	+ Diagnose
		- Alive or dead Patient
		- Conscious or unconscious
		- Severity of bleeding
		- If they are in pain
* Torso
	+ Bandage - Applies 1 Bandage/ Biofoam
	+ Triage Card (CURRENTLY NOT USED)
	+ Diagnose
		- Alive or dead
		- Conscious or unconscious
		- Severity of bleeding
		- If they are in pain
* L/R Arms and Legs
	+ Bandage - Applies 1 Bandage/ Biofoam
	+ Give Blood - Applies 1 Blood bag
	+ Inject Epinephrine - Applies 1 Epi
	+ Inject Morphine - Applies 1 Morphine
* Interaction
	+ Load Patient - Loads patient into the nearest vehicle within range.
	+ Open Medical Menu - Opens Medical Menu
	+ Drag (While Unconscious) - Toggle your Combat Pace [C] to enable movement. Backwards with turning only.
	+ Carry (While Unconscious) - Takes a lot longer to get situated, but enables faster movement. Any direction.
	+ CPR (While Unconscious) - Serves to prolong a wounded patient's life. Only to be used when deemed necessary and sufficient number of personnel are on scene.

## Tactical Triage

Triage is a French word meaning “to sort”.  Casualties are sorted into groups based on their immediate medical needs.  Using a standardized approach to triage casualties helps Medics to correctly segregate, treat, and prioritize evacuation in the shortest time possible.  The realities of combat dictate that battlefield triage must take place in an environment limited in resources for treatment and transport.  Triaging casualties merely establishes order of treatment and movement.  Although all casualties require treatment, triage aids the Medic in deciding which casualties have the greatest probability of survival and helps weigh the casualties need for lifesaving interventions (LSIs), thus determining priority and urgency for treatment and evacuation.

* Principles of Tactical Triage
	+ Accomplish the greatest good for the greatest number of casualties
	+ Employ the most efficient use of available resources
	+ Return personnel to duty as soon as possible
* The Three Categories of Tactical Triage
	+ Delayed (Cat Charlie)
		- Delayed casualties have sustained enough trauma be rendered incapacitated, but their wounds do not require LSI.
		- Also known as the “walking wounded.”
		- These casualties will have sustained enough trauma to require a medical kit, but are still able to carry on the fight.
		- These casualties have minor injuries and can usually care for themselves with self-aid or “buddy aid”.
		- Casualties may require morphine, have suffered severe leg trauma (i.e. they cannot walk), or need a blood bag.
		- Casualties can usually carry on the fight in a very limited capacity.
	+ Immediate (Cat Bravo)
		- The immediate category includes casualties who require immediate LSI and/or surgery.  Put simply, if medical attention is not provided, the patient will die. The key to successful triage is to locate these individuals as quickly as possible.  Casualties do not remain in this category for an extended period of time, they are either found, triaged and treated, or they will die!
		- Examples include but are not limited to – unconscious casualties
	+ Expectant (Cat Alpha)
		- In real life, casualties in this category have wounds that are so extensive that even if they were the sole casualty and had the benefit of optimal medical resources, their survival would be highly unlikely.
		- In ArmA, casualties that are already deceased should be considered “black tagged”.

Currently in ACE3 you are able to use the color codes on the tag in the torso slot, but we have not implemented this for actual use yet. Instead, use the above information as a mental reference for the order of treatment.

## Treating a Patient

Once you have recovered the patient you will go through the final thought process to not only treat his wounds, but to get him back into the fight.

* Step 1: Is the patient responsive?
	+ Yes: Ask him if he has wounds / he is in pain and act accordingly.
	+ No: Go to step 2.
* Step 2: Does the patient have a pulse?
	+ Yes: Go to step 3.
	+ No: If you are alone provide CPR, if you have nurses get them to do CPR while you treat the patient's wounds. skip to step 3 or 4 depending on the situation.
* Step 3: Is the patient wounded?
	+ Yes: Treat the wounds and prioritize the largest, most severe wounds that have been inflicted on either the head or the abdomen. Remember to use Tourniquets as a prioritization tool to prevent bleeding out.
	+ No: Skip this step.
* Step 4: Did the patient lose blood?
	+ Yes: Use IVs to replenish the volume of liquid in the bloodstream of the patient.
	+ No: Skip this step.
* Step 5: Is the patient in pain?
	+ Yes and stable heart rate: Give him morphine. If you wish to give him Epinephrine, after injecting with Morphine then apply.
	+ Yes and unstable heart rate: Stabilize the heart rate before administering morphine.
	+ No: Skip this step.
* Step 6: is the patient awake now?
	+ Yes: You're done.
	+ No: Stabilize his heart rate / make sure he isn't in pain or requiring additional volume expander.

## Modified MEDEVAC 9-Line (4-Line)

Line 1: Location of pick up

* Add a break in between the longitude and latitude grids.

Line 2: Number of patients by precedence

* Alpha: Urgent
	+ Cat Alpha is someone who cannot be picked up through a line medics ability ie: They need a pac or have no heart rate.
* Bravo: Urgent, Surgery
	+ Cat Bravo is used in a MASCAS situation where the medic would normally be able to care for the patient but can not deal with the number of casualties by himself.
* Charlie: Priority
	+ Cat Charlie is used when a patient has a broken leg but is otherwise in good health.

Line 3: Area Security

* November: none
* Papa: Possible
* Echo: Enemies
* X-ray: Extreme Hostile Presence

This line should be broadcasted as the example and not as the brevity code.

Line 4: Method of marking LZ

* Alpha: Panel
* Bravo: IR Strobe
* Charlie: Smoke

Do not broadcast the color smoke, Dustoff will spot the smoke and ask to confirm before starting their landing.

### Modified MEDEVAC 9-Line Example

(Medic) Dustoff this is Gunfighter 1 Mike

(Dustoff) Go ahead Gunfighter

(Medic) Standby for MEDEVAC request.

(Dustoff) Roger, standing by.

(Medic)

* Line 1: 123 Break 456
* Line 2: 1 Alpha
* Line 3: Enemy presence possible
* Line 4: Smoke

(Dustoff) Read back is as follows \*Reads back Line 1 and 4\*

(Medic) \*Confirm or correct read back\*

Following confirmation of read back the bird will get on station and start looking for friendly position, bird will normally notify when 1-2km out from vicinity of friendlies.

(Dustoff) Gunfighter verify purple smoke.

(Medic) I verify purple smoke.

## Blood Pressure and Heart Rate

Note: The systolic blood pressure is the number on the left, the diastolic blood pressure is the number on the right. (You really only need to know the systolic number)

### Systolic-Diastolic Values (Blood Pressure)

High BP

141

90

Concerned High BP

121-140

81-89

Optimal BP

120

80

Ideal BP

101-119

71-79

Concerned Low BP

91-100

61-70

Low BP

90

60

Heart Rate is the amount of times the patient’s heart is beating within the time period of one minute and is measured with Beats Per Minute (BPM). This can vary depending on the amount of blood lost and medication. The ideal Heart Rate in ACE 3 is 80 BPM.

### Heart Rate (Beats Per Minutes)

Dangerous High

150-Above

Concerned High

120-149

Ideal

60-119

Concerned Low

35-59

Dangerous Low

Below-34

#### Cardiac Arrest (also known as Circulatory Arrest)

The sudden stop in all effective blood circulation. This is due to the failure of heart being able to contract and as a consequence prevents the routine circulation of both oxygen and glucose; vital for living.

The best way to save a patient that is in the process of Cardiac Arrest is to perform Cardiopulmonary Resuscitation (CPR). This is to create artificial circulation for the body by compressing the chest of the abdomen thus manually pumping blood until the patient returns to a stable state.

Cardiac Arrest can occur:

HR is below 20 BPM - Most Common

HR is above 200 BPM - Most Common

Systolic BP is above 260

Systolic BP is above 145 and HR is above 150 BPM - Most Common

Diastolic BP is below 40 and HR is above 190 BPM

Injectors (Morphine, Epi, Atro)

Autoinjector

Effect

Morphine

Lowers the blood pressure and heart rate of the patient, also suppress pain

Epinephrine

Raises the heart rate of the patient

Atropine/Adenosine

Not issued to line medics

This report should include your medical supply status, and any WIA/KIA reports to your senior medic.

A color coded system is used to report back:

Green (Above 50%)

Yellow (<50%)

RED (<25%)

BLACK (Empty)

Standard Medical Loadouts

Medical loadout

Trooper:

* 16 × Bandage (Elastic or Biofoam)
* 6 × Morphine Auto Injector
* 6 × Epinephrine Auto Injector
* 2 x Splint
* 4 x Tourniquet

Medic: not including standard load

* 40 × Bandage (Elastic or Biofoam)
* 20 × Morphine Auto Injector
* 20 × Epinephrine Auto Injector
* 12 × Blood IV (500ml)
* 24 x Morphine Auto Injector
* 24 x Epinephrine Auto Injector
* 12 x Splint
* 12 x Tourniquet

## Weapon System

Knowing one's weapons system is very important to understanding one's place in the mission or in the maneuver(Reference Battle Drills section)

MA5- The Standard issue rifle used by Riflemen, Assaulters, Team Leaders, and Element Leaders. Firing 7.62mm the MA5 can take down targets accurately and effectively at 500 meters. The average Rifleman carries about 320 or 600 rounds in 10, 60 or 32  round magazines.

M7/ Caseless SMG- The Standard issue SMG to all vehicle crews and Special Operation units in the UNSC. Primarily used by Assaulters and Medics (SARC) the M7 is one of the best close-quarters firearms due to its large 48 or 60-round magazine and hit-scan properties firing 5×23mm ammunition.

BR55 Battle Rifle- Standard Battle Rifle of the UNSC Marine Corps and Air Force the BR55 surpassed the M392 DMR in favor of the experimental 9.5x40mm M634 Experimental High-Powered Semi-Armor-Piercing from a 36 round magazine. Good at medium to long range engagements.

M392 DMR- Designated Marksman Rifle was adopted into service in 2512, serving as the primary weapon of Army squad marksmen and reconnaissance units. Superseded by the BR55 for its heavier barrel in 2548 Marine Corps and Air Force combat rescue teams still use it today. Firing 7.62x51mm ammunition the DMR is still a formidable rifle.

M45/45A Tactical Shotgun- The M45 is a pump-action, magazine-fed, dual tubular, 8-gauge shotgun. Its design heavily influenced that of the M90 variants, which were designed as more economical replacements. The M45 was in use by the UNSC Marine Corps until at least September, 2552. The M45A variant is the semi-auto version.

VK78 Tactical Rifle- Commonly known as the Commando, is a weapon made by Vakara GesembH. It fires M259 6.5x48mm and is equipped with a recon sight optic that can magnify up to 2x. This rifle is Ergonomic, reliable, and fully automatic. It is also distinctive among human rifles in that it does not share the common bullpup configuration.

M73- (not really in halo lore) Is a gas operated belt feed, shoulder fired light machine gun firing 9.5x40mm, 100 and 200 round belts. Developed and used from the middle of the Human-Covenant War and after.

M41 SPKR- The M41 SSR fires 55mm HEAT shaped charge rockets. The launcher sports a 2x scope and can fire rockets over long distances with devastating accuracy, although its altitude decreases over longer distances.

# Chapter 2

### Air Assault

#### Organization and Employment

An air assault operation is an operation in which assault forces, using the mobility of rotary-wing assets and the total integration of available firepower, maneuver under the control of a ground or air maneuver commander to engage enemy forces or to seize and hold key terrain. An air assault is a vertical envelopment conducted to gain a positional advantage, envelop or turn enemy forces that may or may not be in a position to oppose the operation. Ideally, the commander seeks to surprise the enemy and achieve an unopposed landing when conducting a vertical envelopment. However, the assault force must prepare for the presence of opposition. At the tactical level, vertical envelopments emphasize seizing terrain, destroying specific enemy forces, and interdicting enemy withdrawal routes.

### Air Assault & Air Movements

#### Section I - Air Assault and Air Movements:

Air assaults are not merely movements of Soldiers, weapons, and equipment by Army aviation units and should not be considered as such. An air assault is not synonymous with an air movement. They are separate and distinct missions.

An air assault is the movement of friendly assault forces by rotary-wing aircraft to engage and destroy enemy forces or to seize and hold key terrain (JP 3-18). It is a precisely planned and vigorously executed combat operation. An air assault allows friendly forces to strike over extended distances and terrain barriers to attack the enemy when and where it is most vulnerable. Commanders and leaders must develop an insight into the principles governing their organization and employment to take advantage of the opportunities offered by an air assault.

Air movement is air transport of units, personnel, supplies, and equipment including airdrops and air landings. Army air movements are operations involving the use of utility and cargo rotary-wing aircraft and operational support fixed-wing assets for other than air assaults. Air movements are conducted to move Soldiers and equipment; emplace systems; and transport ammunition, fuel, and other high-value supplies. The same general considerations that apply to air assaults apply to air movements.

### Air Assault Task Force

#### Section II - Air Assault Task Force:

Air assaults are accomplished by forming and employing an air assault task force (AATF). The AATF is a temporary group of integrated forces tailored to a specific mission under the command of a single headquarters. It may include some or all elements of Bravo 3. The ground or air maneuver commander, designated as the AATFC, commands the AATF.

#### ORGANIZING FORCES

The division is the lowest echelon capable of resourcing an air assault, a combat battalion or task force is the lowest echelon with a staff to properly plan an air assault, and the company is the lowest echelon with a headquarters to execute an air assault. Once the commander determines the principal components of the ground tactical plan and the maneuver and fire support schemes, the AATF organizes to execute its assigned mission.

BCTs, combat battalions or task forces, and aviation elements from a combat aviation brigade are ideally suited to form powerful and flexible AATFs that can project combat power throughout an area of operation with little regard for terrain barriers. The unique versatility and strength of an AATF is achieved by combining the speed, agility, and firepower of rotary-wing aircraft with those of the maneuver forces in the BCTs.

#### BRIGADE COMBAT TEAMS

All BCTs, whether Infantry, Stryker, or Armored have the capability to plan, prepare, and execute air assault operations when the situation dictates. BCTs have maneuver, field artillery, reconnaissance and surveillance, sustainment, military intelligence, signal, and engineer capabilities that allow for the effective execution of air assault operations.

Due to the abundance and unrestricted use of all forms of improvised explosive devices and the threat of ground attack, it is common for aviation, engineer, and field artillery units to conduct air assault operations alongside or air movement operations separate from their Infantry counterparts. Ground tactical movement subjects the entire organization to the threat of improvised explosive devices or ground attack as soon as the vehicles leave their assembly areas or base.

#### COMBAT AVIATION BRIGADES

Most of the Army’s aviation combat power resides in combat aviation brigades, which can be task organized based on the mission. These combat aviation brigades include various types of organizations with manned and unmanned systems and specialize in providing combat capabilities to multiple BCTs.

In a BCT-sized air assault, the combat aviation brigade typically task-organizes based on the mission variables of METT-TC to form an aviation task force. Additional aviation companies, platoons, or sections may be task-organized to include attack reconnaissance (manned and unmanned), mission command, communications relay, air medical evacuation, and air traffic services. In BCT-sized air assaults, reinforcement with additional aviation is a common way to mass combat power and accelerate force buildup. Other combined arms forces, to include Infantry, field artillery, or engineer, and sustainment units, may be part of the combat aviation brigade task organization for specific missions.

The aviation task force employs a mix of attack reconnaissance aircraft to support an air assault, Teams of mixed attack and reconnaissance aircraft, commonly referred to as attack weapons teams and scout weapons teams, are organized and employed based on METT-TC. An attack weapons team is composed of two AV-22 Sparrowhawks. A scout weapons team is composed of two AV-14 Hornets. Planning considerations for the two airframes include:

The AV-22 offers longer range, increased station time, and a larger weapons load, but has a larger signature.

The AV-14 has a shorter range, decreased station time, and a lighter weapons load, but has a smaller signature.

Both airframes have a mix of sighting systems and optics capable of employment in various environmental and weather conditions.

Forward arming and refueling point assets are postured and configured based on airframe type.

### Task Force Considerations

When forming an AATF, consider the following factors: z

* Early formation of the AATF. This force is formed early in the planning stage by a headquarters that can allocate dedicated aviation resources. The directing or establishing headquarters allocates units and defines authority and responsibility by designating command and support relationships. Predesignated and well-understood command and support relationships ensure the AATF fights as a cohesive, coordinated, combined arms team.
* Availability of aviation assets. The warning order (WARNORD) may include task-organizing the AATF, which must provide a mission-specific balance of mobility and combat power. The AATF normally is organized with sufficient combat power to seize initial objectives and protect landing zones. The required combat power should be delivered to the objective area consistent with aircraft and pickup zone capacities to take advantage of surprise and shock effect.
* Maintaining unit tactical integrity. When planning loads, squads normally are loaded intact on the same helicopter, with platoons located in the same serial, to ensure unit integrity upon landing. To perform its mission, an AATF must arrive intact at the landing zone. The force must be tailored to provide en route security and protection from the pickup zone, throughout the entire air route, and at the landing zone.
* Sufficient sustainment capability. The AATF is organized with a sustainment capability to support a rapid tempo until follow-on or linkup forces arrive, or until the mission is completed. Units that support the air assault operation normally are placed in direct support to the AATF to ensure close coordination and continuous, dedicated support throughout an operation. Normally, an AATF exists only until completing a specified mission. After that, aviation and other elements return to the control of their parent units.

### Capabilities, Limitations, and Vulnerabilities

#### CAPABILITIES:

An AATF can extend the battlefield, move, and rapidly concentrate combat power like no other available forces. AATF capabilities are as follows:

* Attack enemy positions from any direction.
* Conduct attacks and raids within the operational area.
* Conduct exploitation and pursuit operations.
* Overfly and bypass enemy positions, barriers, and obstacles and strike objectives in otherwise inaccessible areas.
* Provide responsive reserves, allowing commanders to commit a larger portion of his force to action.
* React rapidly to tactical opportunities, necessities, and threats in unassigned areas.
* Rapidly place forces at tactically decisive points in the area of operation.
* Conduct fast-paced operations over extended distances.
* Conduct and support deception with false insertions.
* Rapidly reinforce committed units.
* Rapidly secure and defend key terrain (such as crossing sites, road junctions, and bridges) or key objectives.
* Delay a much larger force without becoming decisively engaged.

#### LIMITATIONS:

An AATF relies on helicopter support throughout an air assault operation. As such, it may be limited by

* Adverse weather; extreme heat and cold; and other environmental conditions (such as blowing snow and sand) that limit flight operations, helicopter lifting capability, or altitude and elevation restrictions that affect operational capabilities.
* Reliance on air lines of communication.
* Threat aircraft, air defense, and electronic warfare action.
* Reduced ground mobility once inserted (particularly SBCT and ABCT forces).
* Availability of suitable landing zones and pickup zones due to mountainous, urban, jungle, or other complex terrain.
* Availability of air routes (for example, air routes near international borders).
* Availability of chemical, biological, radiological, and nuclear protection and decontamination capability.
* Battlefield obscuration that limits helicopter flight.
* High fuel and ammunition consumption rates.
* Availability of organic fires, sustainment assets, and protection.

#### VULNERABILITIES:

An AATF uses helicopters to move to and close with the enemy. Initial assault elements should be light and mobile. They often are separated from weapon systems, equipment, and materiel that provide protection and survivability on the battlefield. An AATF is particularly vulnerable to-

# Chapter 3

### Airborne

Organization and Employment

An airborne operation involves the air movement into an objective area of combat forces and their logistic support for execution of a tactical, operational, or strategic mission. The means employed may be any combination of airborne units, air transportable units, and types of transport aircraft, depending on the mission and the overall situation. This chapter focuses on the role, organization, and capabilities of the airborne assault force (ABNAF) as well as the duties and responsibilities of personnel within or task-organized to an airborne (ABN) Infantry brigade combat team (IBCT) for airborne operations.

Airborne Assault Force

Section I - Airborne Assault Force

An airborne assault is the use of airborne forces to parachute into an objective area to attack and eliminate armed resistance and secure designated objectives. An ABNAF comprises an ABN IBCT with capabilities organized, trained, and equipped to gain entry into an operational area to enable the conduct of follow-on operations or conduct a singular mission.

The ABNAF seizes an airhead to destroy or capture enemy forces; repel enemy assaults by fire, close combat, or counterattack; for follow-on forces; or for any combination. It can deploy rapidly and be sustained by an austere support structure; and can conduct operations against conventional and unconventional enemy forces in all types of terrain and climate conditions. This section addresses how an ABNAF is organized to include distinct levels of echelon employment and application to conduct an airborne assault

Organization of Forces

Once the commander determines the principal features of the ground assault plan (scheme of maneuver and fire support), he task-organizes subordinate units to execute assigned missions and determines boundaries. To ensure unity of effort or to increase readiness for combat, part or all of the subordinate units of a command can be formed into one or more temporary tactical groupings (teams or task forces), each under a designated commander. No standard organization can be prescribed in advance to meet all conditions. Infantry units usually form the tactical nucleus of the team; Infantry unit commanders lead the teams. These teams are tailored for the initial assault by the attachment of supporting units. These supporting units join the Infantry units as soon as possible in the marshaling area to plan and prepare for the initial assault. Dependent on the ground tactical plan, certain supporting units may be detached once centralized control is gained. Other units such as higher echelon command posts can be attached for the movement only.

Infantry Brigade Combat Team

As the assault requires an ABN IBCT, the BCT commander leads the assault force and the parent

Army headquarters (normally a division but could be a corps headquarters) provides the ABNTFC. This ensures that the commander fighting the ground tactical plan can give his full attention to the fight in the airhead and not be consumed with managing en route follow-on forces and support. Although the size and composition of the ABNAF varies according to the mission, the ABNAF is typically an ABN IBCT that is scalable and tailored with additional capabilities and forces as determined by the ABNTFC.

Infantry Battalion

For control, the airborne Infantry battalion usually is reinforced for the airborne assault and is organized into a task force. This is especially true if battalions land in widely separated drop zones or landing zones. A battalion task force usually comprises an airborne Infantry battalion with reinforcements based on the IBCT commander’s estimate for the airborne assault. Follow-on echelon— those additional forces moved into the objective area after the assault echelon. Follow-on echelon reinforcements may include more Infantry, Armored, Stryker, cavalry, antitank, engineer, dedicated artillery, and other units or detachments needed to expand the lodgment. As in the IBCT, attachments to the task force for the airborne assault are made early in the planning phase. They can be withdrawn as soon as the ground situation stabilizes.

Infantry Rifle Units

Airborne Infantry rifle companies and platoons can be reinforced for the airborne assault according to the usual considerations governing a ground attack. Attachments are made before the move to, or on arrival in, the marshaling base.

Cavalry Squadron

The cavalry squadron of the airborne IBCT, assigned to perform reconnaissance and security missions within the assault phase, usually is reinforced for the airborne assault into a task force. After the ABNAF makes the initial assault landing into the objective area and consolidates the initial airhead, the commander organizes the airhead line, confirms reconnaissance and security plans, and task-organizes the cavalry squadron for operations in the security area.

Designation of Reserve

The employment of the reserve element follows the normal employment of a reserve unit in a ground operation. The location occupied by the echelon reserve depends on the most likely mission for the reserve on commitment. With the reserve element at the departure airfield, the reserve commander must continue planning for possible future commitment of his forces as far as maps, photos, and information of the situation permit.

The Battalion as the Reserve

The reserve can be held in the departure area ready to be committed by air when and where the situation dictates. This usually happens in large-scale airborne operations when suitable airfields in the airhead are not available. However, it may cause delays in commitment—

If signal communications fail.

If the air movement is long.

If flying weather is unfavorable.

If time is added for coordination of air cover.

Brigade and Battalion Reserves

These reserves may be used to enter the airhead as part of the assault echelon. They provide depth to the airhead by blocking penetrations, reinforcing committed units, and counterattacking. They consist of no more than a company at BCT level or a platoon at battalion level. However, their small size is dictated by tactical considerations and assigned missions. Commanders should organize, task, and position the reserve, ensuring that

The size of the reserve is compatible with likely missions.

The reserve comes from the unit with the fewest priority tasks.

The reserve is not assigned assault objectives or an area of the airhead to defend.

The reserve is positioned in an area that allows for quick employment.

The reserve is mobile. (This can be achieved using organic vehicles (such as, weapons company, forward support company, or if augmented with Armored or Stryker forces.)

The reserve is located in an assembly area, both initial and subsequent assembly areas, or a battle position, so that it does not interfere with units assigned assault objectives.

The reserve is near lines of communication in a covered and concealed location to provide ease of movement, to reinforce, or to block.

The reserve is located within the area of one unit, if possible.

The reserve’s location allows for dispersion of the force.

Airborne Assault Force Considerations

Section II - Airborne Assault Force Considerations

The ABNAF can be part of a larger unit, or it can be composed solely of the initial assault force, preparing the way for deployment of a follow-on force. This section discusses assault force considerations for formation and support.

ASSAULT FORCE FORMATION

The ABNAF is formed early in the planning stage by a directing or establishing headquarters that allocates units and defines authority and responsibility by designating command and support relationships. Predesignated and well-understood command and support relationships includeʊ

A task organization that provides a mission-specific balance of maneuver, combat power, and endurance to seize and protect the airhead or lodgment.

Unit tactical integrity that is maintained when developing load plans and cross loading key leadership, crew-served weapons and equipment followed by all other personnel to ensure unit integrity upon insertion into the drop zone and assembly.

A sustainment capability to support a rapid tempo until follow-on or linkup forces arrive, or until the mission is completed.

JOINT AND ARMY CONTROL TEAMS

Terminal guidance aids and control measures are used on the ground in the objective area to assist and guide incoming airlift aircraft to the designated drop zones or landing zones. Combat control teams composed of UNSC personnel are organized, trained, and equipped to provide aircraft terminal guidance. Army teams from the long-range surveillance company (LRSC), a divisional or corps asset, are organized, trained, and equipped to deploy into the objective area and conduct reconnaissance and surveillance tasks before the deployment of the airborne force.

COMBAT CONTROL TEAM

The combat control team is a small task-organized team of UNSC parachute and combat diver qualified personnel. The combat control team’s mission is to establish assault zones (drop zones and landing zones) in austere and non-permissive environments. The mission includes initially placing en route and terminal navigational aids; controlling air traffic; providing communications; and removing obstacles and unexploded ordnance with demolitions. Combat control teams provide command and control, reconnaissance and surveillance, and limited weather observations.

LONG-RANGE SURVEILLANCE COMPANY

The long-range surveillance company (LRSC) is a corps level asset for the purpose of long-range surveillance. The LRSC comprises a headquarters section, a communications platoon, a transportation section, a maintenance section, and three long-range surveillance platoons with three teams each for a total of 9 teams. The LRSC is modular in that it has the command, control, and communications capability to support multiple operations simultaneously.

Capabilities, Limitations, and Vulnerabilities

Section III - Capabilities, Limitations, and Vulnerabilities

Airborne forces deploy strategically, operationally, or tactically on short notice anywhere in the world. They can be employed as a deterrent or as a combat force. The strategic mobility of airborne forces permits rapid employment to meet contingencies across the range of military operations; and provides a means by which a commander can decisively influence operations. This section discusses the capabilities, limitations and vulnerabilities unique to an ABNAF.

CAPABILITIES

Since airborne forces are able to respond on short notice, airborne operations provide distinct advantages such as—

Ability to bypass all land or sea obstacles.

Surprise.

Ability to mass rapidly on critical targets.

Airborne forces can extend the area of operation, move, and rapidly concentrate combat power like no other available forces. Specifically, airborne forces can—

Attack enemy positions from any direction.

Conduct attacks and raids beyond the area of operation.

Conduct limited exploitation and pursuit operations.

Overfly and bypass enemy positions, barriers, and obstacles and strike objectives in otherwise inaccessible areas.

Provide responsive reserves, allowing commanders to commit a larger portion of their forces to action.

React rapidly to tactical opportunities, necessities, and threats in unassigned areas.

Rapidly place forces at tactically decisive points in the area of operation.

Conduct fast-paced operations over extended distances.

Conduct and support deception with false insertions.

Rapidly reinforce committed units.

Rapidly secure and defend key terrain (such as crossing sites, road junctions, and bridges) or key objectives.

Rapidly repair or construct infrastructure to receive follow-on forces.

Delay a much larger force without becoming decisively engaged.

Airborne forces, when augmented with appropriate support or augmentation, can conduct sustained combat operations against the enemy.

LIMITATIONS

The commander and planners must recognize the limitations of airborne forces and plan accordingly. They must consider the following:

An airborne force depends on USAF aircraft for long-range movement, fire support, and sustainment. The availability and type of aircraft dictates the scope and duration of airborne operations.

After the initial airdrop, the sustained combat power of airborne forces depends on resupply by air. Any interruption in the flow of resupply aircraft can cause a potential weakening of the airborne force. Enemy air defense fires against resupply aircraft and long-range artillery and mortar fires on the drop zone can hamper the delivery, collection, or distribution of critical supplies.

Once on the ground, the airborne force has limited tactical mobility. That mobility depends on the number and type of vehicles and helicopters that can be brought into the objective area with the follow-on force.

The airborne force has limited field artillery and air defense artillery support until additional assets can be introduced into the objective area. Additional target acquisition assets are needed to provide accurate and timely targeting information.

Evacuation of casualties from the airhead is difficult. Until evacuation means are available, the BCT must be prepared to provide medical care through the attachment of its organic medical company or the attachment of echelon above BCT medical elements.

VULNERABILITIES

Airborne forces are vulnerable to enemy attack while en route to the drop zone. Although the USAF can conduct limited airdrops without air superiority, large operations require neutralization or suppression of enemy air defenses (SEAD). This may require SEAD, radar jamming, and fighter aircraft besides transport and close air support sorties. Initial airborne assault elements are light and are separated from weapon systems, equipment, and materiel that provide protection and survivability. An ABNAF is particularly vulnerable to enemy—

Attack by aircraft and air defense weapon systems during the movement and airborne assault phases.

Attack by chemical, biological, radiological, and nuclear weapons because of limited chemical, biological, radiological, and nuclear protection and decontamination capability.

Attack by ground, air, or artillery during the assault and landing phases.

Air strikes if air superiority is not gained before the airborne assault.

Electronic attack, to include jamming of communications and navigation systems, and disrupting aircraft survivability equipment.

Small-arms fire that presents a large threat to the aircraft during the air movement, airborne assault and landing phases