Chasseurs SOP

This document serves as a codification of Chasseur tactical procedure during battles or small-scale military actions, and is not meant to explain ranks, titles, daily duties or non-combat procedures. This document shall be the sole point of reference for standard operating procedures, field tactics, and general kit required of all commissioned Chasseurs.

See the following for more information about the Chasseurs:

* Ranks and Titles
* Cadres of the Knights Chasseur
* Daily Life

## Overview

In the Old Tongue, the word *Chasseur* denoted a *hunter* in all classical aspects of the word. It is these aspects that define us — the survivalists in the wild; wolf packs in the snow.

The Chasseurs are mobile, light infantry, intended to be the figurative tip of the Republic’s spear, manoeuvring to *slip* *or* *punch* through enemy lines and engage their vulnerabilities with relentless aggression.

* Rapidly respond to domestic threats to the Republic and her people in times of peace
* Provide reconnaissance and information on enemy positions in times of war
* Destabilise and disrupt enemy positions and decision-making through precise attacks
* Operate in prolonged periods behind enemy lines with no resupply

In order to accomplish these strategic goals, special tactics and equipment must be adopted to provide adequate support to allied forces.

## Personnel

### **Special Roles**

#### Forward Observer

Every squad will deploy with, if possible, one *Observer*. The Observer’s primary role is to provide and calculate firing solutions for allied and field artillery. Should no artillery support be available, the Observer will double as the spotter for the squad’s *Marksman*.

*Equipment exemptions:*

* None

*Special equipment:*

* Reinforced, Modular Linkpearl
* Stadiametric Rangefinder Binoculars
* Signal flares
* Compass

#### Marksman

Every squad will deploy with one *Marksman*. The Marksman is typically the best shot available. Their primary role is to provide precision firepower for the squad. Priority targets for the Marksman will include enemy mages, officers, etc.

Should heavier firepower be required, a Dragonkiller Rifle should be made available.

*Equipment exemptions:*

* Squad rifle (*The Edelweiss*)

*Special equipment:*

* (Situational) Model 3 Dragonkiller Rifle
* (Optional) Marksman’s rifle (modified *Edelweiss Rifle*)
* Precision-grade ammunition

#### Dragoon

If available, Dragoons will be an independent element within a Chasseur squad. Tactically, it is advised that they act either as ‘reserves’ or as dedicated anti-armour/air. Aggressive application of the Dragoon is possible, however, it should be noted that overextension is a possibility that must be accounted for.

They may also be used to picket.

*Equipment exemptions:*

* (Situational) All

#### Spell Casters & Mobile Artillery

These will usually be your offensive mages or any other localised, mobile fire support that the Chasseurs can deploy.

*Equipment exemptions:*

* Squad rifle (*The Edelweiss*)
* Grenades

#### Support

Barrier mages, Astrologians, Magitek Engineers will fulfil this role. Place recruitment priority on those who can create aetherial barriers. No wounds are better than wounds.

*Equipment exemptions:*

* Squad rifle (*The Edelweiss*)

### **Training & Expected Skills**

To qualify for combat-ready status, a Chasseur must have:

1. Completed Temple Knight Basic Training
	1. Or, in lieu of this, passed the physical examination
2. Achieved high proficiency with their chosen weapon or magic
3. Completed rifle operation & marksmanship training with an acceptable grade
	1. Exemptions do not apply, all Chasseurs must know how to shoot, even if they do not personally wield a rifle
4. Completed riding training with an acceptable grade
5. Completed first aid training
6. Completed grenade operation training with an acceptable grade

Combat-ready Chasseurs are expected and encouraged to take up the following as new skills to learn or train:

1. Coerthan wrestling & dagger-fighting
2. Mounted combat with:
	1. Lance
	2. Sword (or other one-handed weapon)
	3. Rifle (or bow)
3. Free-running, rock-climbing
4. Survival training

## Materiel

### **Standard-issue Equipment**

The equipment in this section is — unless exempted — provided to all Chasseurs. All Chasseurs (including those exempted, in the case that they *need* to use them) are expected to be trained and acquire basic competency in the use of this equipment. A listing of equipment can be found here.

The standard loadout (sans utility and uniform) is as follows:

* 1x Edelweiss Rifle (waived if the Chasseur has an alternative means)
* 1x Anti-armour Dagger
* 1x Grenade (Smoke or Fragmentation)
* 1x Cuirass/chest protector (waived if this interferes with the Chasseur’s performance)
* 1x Battle Jupon
* 1x Pair of Specialist Gauntlets
* 3x Potions
* 20x spare .40 cartridges.

I’m not the RP police! Your character will still be able to use their unique equipment and skills… The equipment detailed on this wiki is just extra gadgets for you guys to use in certain phases of events and battles — or when trying to perform certain tactics!
Your character will still use their favoured/best abilities, so don’t worry! This is all just for theming purposes — so that we’re not just basically some adventurer-rabble group in a uniform.
**Dedicated mages in the group do *not* need to use the rifle. The rifle exists *only* as a *ranged option* for the melee characters to have.**
**In the *tactics* section, it will be explained that the rifle will be used when the team is closing in on an enemy from afar, to either inflict damage or keep them pinned down so they can get close and fuck’em’up with swords and spears and daggers.**

## Tactics and Manoeuvre

### **On Contact**

Upon contact with the enemy, the general formation that Chasseurs must immediately move to can be summed up as thus:

1. Spread out, maintain a distance relevant to context
	1. This is to reduce the effectiveness of enemy area of effect
2. Melee in front, support and mages behind
	1. Dragoons should be between them

### **On the Offense**

Once the general formation has been assumed, the general procedures for an attack is as follows:

1. All rifles and ranged firepower should be directed at the enemy position
	1. This is to force the enemy to take cover, and thus, remain stationary, ‘pinning them down’
	2. Melee units should switch to rifles to assist
2. All cells in the squad (all units) advance with constant fire and ranged attacks
	1. There should be no lull in attacks on the enemy position
	2. Consider ‘leapfrogging’ cells, and reloading on the move
		1. I.E. Cell A opens fire, Cell B moves up
		2. Cell B opens fire, Cell A moves up and reloads
		3. Cell A opens fire, Cell B moves up and reloads
3. When close to the enemy position, throw grenades
4. Close in entirely and engage them in melee during the chaos

An advance can also be turned into a *flanking action* should a direct advance be unwise. The principles remain the same: pin, and advance/flank.

Should Artillery or Close Air Support be available, advancing should be slowed to prevent friendly fire. Dragoons can be used to disrupt the enemy position or further pin them down.

This general offensive can also be done while mounted.

Ultimately, the Chasseurs should remember that *speed* and *constant aggression* is the unit’s core philosophy.

### **On the Defense**

Once the general formation has been assumed, the procedures for a defense is as follows:

1. Reposition to lock down all chokepoints. The fewer the better
2. High ground is preferable to defend
3. Melee should hold the chokepoints, priority to Great Weapons, supported with casters
4. While Ranged and Fire Support can as well, they will be better off finding a position to thin out attackers rather than holding a choke

Of course, defenses are highly contextual based on terrain, and so these procedures are highly subjective and temporary.

Defensive contact is to be avoided if possible, and disengaging from the enemy is preferable.

### **Urban & Mountain Combat**

The same general principles from above apply, but Chasseurs must be aware that Urban and Mountainous environments contain a lot of naturally occuring bottlenecks. Units will not be spread out easily, and may have to split up to take different passes or streets, or to take higher ground.

### **On Clearing Caves and Buildings**

Before entering a cave or a building, be aware of the bottleneck the entrance provides. Observe these procedures:

1. Clear the surrounding area
2. Gather at the sides of the entryway (stack), and prepare for entry in single file, based on the order of entry
3. Force the defenders’ attention away from the door
	1. If grenades are available, use either fragmentation or stun grenades
	2. In mountain warfare, grenades will not be available (avalanche risks) — in which case, the use of an Aetherial Pavise by the first-to-enter in order to cover the squad’s entry is advised
4. Enter, swiftly, single file and spread out as with the General Formation
	1. *Do not try to cut the ‘queue’.* Your comrades may stumble and slow down the entry
	2. Entry must be *fast* and *smooth*
	3. *Spread out*
5. Attack, relentlessly, until clear