DBS Programs and Tactics O.I.P.S.D. Operationally Informative Protocol Specific Documentation

Membership Requirements

Be over the age of 25 and a USA resident. ​ ​ Ownership and knowledgeable usage of Arma3, Discord, Teamspeak, and Guilded. ​ Provide First name, last name, and desired callsign on interview #1. ​ Ability to speak and write English at a fluent level. ​ Ability to read target packages and Warning Orders / Deployment Orders. ​ Ability to accept strong criticism and guidance during oral exams and exercises. ​ Once this is finished you will need to attend a short program during the week, and you will then be ​ ​ ​ ​ ​ ​ given your Trident and cleared to attend your first official operational deployment on Saturday.

You will need to fill out the application at: ​ https://devgru.club/application.php

Please advise us that you have filled out this application after doing so, or the guys likely will never ​ even realize who you are, and that you want to join the Platoon.

Events Schedule

COMMUNICATION SETUP Discord.Devgru.Club

Teamspeak Communications Install the teamspeak plugin ; in example: E:\SteamLibrary\steamapps\common\Arma 3\!Workshop\@Task Force Arrowhead Radio (BETA!!!)\teamspeak Load it into teamspeak by double clicking on it. Restart Teamspeak.. Devgru.club’s server will automatically program your radio frequencies for you. Disable push to talk key in Arma 3 (Caps Lock) and Set Teamspeak to voice activated ​ ​ ​ ​ ArmA3 Server Information Server IP/Port: 76.80.202.38:2302 Password: ​ ​ ​ ​ ​wrekt

“The 3 D Trident Pipeline”

BUDs Alpha Class ​ (1-a) ​

Combat Diving

US NAVY Diving Manual REVISION 4 1999 Diving History & Background FM_20-11

Naval Bourne SDV Operations

Underwater Communications

Watercraft Assault

Underwater Demolition

(See CS-UDT Reference) .

BUDs Bravo Class ​ ​(2-a) Land Navigation & Land Warfare Grid Coordinates, Map tools, Navigation Equipment,

Waypoint Planning, Waypoint Callouts

Rifle/Pistol Ranges Familiarization, and Kit Assignment. Coopers Firearm safety rules (RIP) -Treat all firearms as if they are loaded. All the time. -Keep your finger off the trigger till your sights are on target and you are ready to fire. -Never point a firearm at anything you are not willing to kill/destroy. -Be aware of your target and what is beyond your target. ​ Friendly Fire Avoidances Use common sense, do not point your gun at your brothers. Hold or press the button T to move your weapons tactically. This is automatically binded to your client by the server,do not aim at the back of the guy in front of you.

Demolitions Techniques Usage of Explosives against Structures and Vehicles. Breaching Structures, and removing Obstacles.

Jumpschool ​ ​(3-a)

H.A.H.O. and H.A.L.O. Parachuting Exercise

Free Fall Gliding Exercise

H.A.L.O. to Amphibious Assault Exercise

Qualification Training SEAL​ ​ ​ ​(4-a)

S.E.R.E. Survival Evasion Resistance Escape

GRADUATION CEREMONY ​(5-a)

At the end of SQT, you will be issued SO2 ​ ​ ​ rank, given your Trident, we will perform a celebration. Then and Recce elements will bring everyone into the TOCC to ​LT​ ​ ​ ​ ​ issue the OPORD for your first operation on Saturday.Here is your ​ ​ ​ ​ ​ Trident. Respect it, because if you got one. It was a gift, not a reward. You were elected into this Squadron, and its Platoons.

BLACK SQUADRON

WELCOMES YOU TO THE BROTHERHOOD

Naval Special Warfare Development Group previously known as SEAL Team 6, now operates ​ with JSOC as Squadrons. Link: https://en.wikipedia.org/wiki/SEAL_Team_Six ​ ​ ​

Dedicated to the few who can, and those who have been down range and back, and coming back for more. Hooyah!

The material covered in the previously mentioned Alpha Bravo JumpSchool SQT classes is all listed below. (NOT NECESSARILY IN THE ORDER YOU EXPERIENCE)

THE DEVGRU TOTAL CONVERSION

Before BUDs: Instinctive Reactions away from ​ ​ ​ ​ ​ ​Contact ^ This was you last week After BUDs: Tactical Reactions into ​ ​ ​Contact

^ This is you tomorrow

This Is How To Remain Calm in First Contact

THE MINDSET: Work within the 80% 1) ​ ​ likelihood at all times. That is to say, prepare your mind for resistance on mission which is most likely to occur. From a step by step basis a state of yellow should be engaged at all times and orange on an objective.

Coopers color codes

White: totally unaware and relaxed ​ Yellow: Aware and recognizing the possibility of danger “ looking for work” ​ Orange: A likely threat is expected. Around every corner expect work. Be happy when its not there. ​ Red: engaging the enemy.. ​ Black: Events outside your training/mindset or otherwise PANICKING ​

OODA LOOP = Observation. Orientation. Decision. Action. 2) ​ ​ ​ The OODA LOOP is the order by which the mind processes new threats or events. Also known as a reaction. To increase your ​ ​ lethality within the time for engagement… We must respond to threats with orienting or deciding on action. By preparing your mind around every corner , transitional space or contact to “look for work” in condition yellow or Engaging a likely target in red. By orienting ourselves and deciding on action ahead of time we can jump from Observation to action thereby responding to the threat. W.I.N.What's Important Now? Stay focused on current events. It don’t mean nothin’ 3) ​ ​ Not a thing. SO WHAT DO YOU DO NOW THAT YOU ARE THINKING IN A LINEAR MANNER?

TAKE 3 deep breaths before speaking, BREATH!!! 4) ​ ​ ​ ​ ​ ​ 1,​ 2, 3,​ ​ & . Oxygen combats adrenaline​ ​Stress is reduced by experiencing stress​

Contact’s 3’d Signal 5) ​Report ​ IE: “Contact, 200 meters, NW, behind the red house moving SE, 2 targets/one has an rpg” ​ ​

Using The 3 D Signal ​ ​ DISTANCE an estimated range of a contact sighted “X amount of Meters”

DIRECTION a compass bearing IE: "N, NE, S, SW, etc"

DESCRIPTION a brief description of the enemy; including weapons/especially crew served weapons and also a description of the area the enemy is located to better pinpoint, if needed.

IE: "Contact, 200 meters, NW, behind the red house moving SE, 2 targets/one has an rpg"

Employ Radio Communications Proficiency, Send The 3D Signal ​ ​ When exchanging messages over the radio you should follow some basic rules to comply with international standards, both in the civil and military conditions alike. Such as fixed radio phraseology used for the purpose of military procedures. So as to make sure everything transmitted is received well, and clearly. Please use the Acronyms List and Glossary at the end of the ​ ​ field manual to learn how to speak like we plan to.

Security security security! Security must be maintained 360deg of element. Security tends to get relaxed in transitional ​ spaces ie after taking an objective, crossing a road, entering a treeline.

The Buddy Fireteam Is Security!

In real life, the Battle Buddy system is one where you would be assigned a partner, in which you and your buddy would help each other during combat. Knowing that someone has your back and if you are shot or injured someone would be there to help .It is a good idea to train and look after each other as a 3 man team. During combat operations, this 3 man buddy system can help by telling your buddies when they are bleeding out, you see enemy contact, or making sure they get revived by the medic in your squad. Defending the position or throwing smoke grenades to help conceal the medic while he revives your teammate. Sticking with your Battle Buddies not only helps you, but helps to counter enemy contact as well. A single target is much easier to eliminate than 3 watching over each other. Now we don’t always have and even number of people, so work around it and figure out a way to make it work. It’s important to remember after events such as firefights that the priority of each ​ soldier is to cover their respective areas while ​ TLs, NCOs and Officers organize the next move. ​ ​ ​

How To Handle Hard Contact

The objective is to get as many guns against the attacking element as quickly as possible. Immediate reaction drills are critical in accomplishing fire superiority.

Once established will decide what action to take. ​ ​a​Teamlead or an NCO​ ​ Push, Peel, Bound , Bound Defensive, or Break Contact with a specific maneuver like a Center Peel

The Element Lead will usually say something like: “Pull Security!”

Unique High Risk & Special Situation Tactics

Ambush Planning And Execution

See Reference (AT-REF) for In-Depth Ambush Information ​ ​

Structure & Room Clearing Protocols

As of right now, all of the structure clearing protocols are hands on teachings ​ due to the limitations within Arma, pictures will not suffice and you will need to see how it is done with us, in arma.

​In real life, it appears like this… Youtube Project Gecko / SiteX https://youtu.be/QSzTqh8ZsEE

Room Clearing Procedures

When the stack is set, the next step is to actually carry out an entry from start to finish. For this, the following steps act as a guideline for how a typical room take down occurs:

1. Ensure your is on full-automatic and that you have a fresh magazine inserted. 2. Throw a flashbang or a fragmentation grenade into the room, if available and no friendly or civilian forces are potentially inside. If a frag or bang has been thrown, the players wait for it to detonate before entering. 3. Each player enters in sequence, engaging targets to their front as they move through and out of the 'fatal funnel' that is the doorway. 4. After moving through the doorway, each player continues in the direction prescribed by their entry type (hook or cross), clearing from his front to the corner he is moving towards. Players must continue to move into their 'corner' regardless of the amount of enemy fire received - continuing to push to their corner will draw fire towards them, allowing the following members of the stack to successfully enter the room and begin engaging the enemy. 5. After clearing his 'near' corner, he continues moving towards it while pivoting to clear the wall that runs to his 'far' corner. 6. After clearing the far corner, he clears to the center of the room, then clears to the other side of the room, stopping short of where his teammate is. 7. Once the room is deemed clear, each player uses direct speaking to announce "Clear!" to his teammate. If the situation requires, communication may be absent for security's sake. When working against enemy players, staying quiet while clearing a building will prevent the enemy from knowing your status, location, and intent. 8. From here, movement through the structure is careful and deliberate, with rooms being pied off, doorways covered, and each member of the team taking their time to carefully clear their way through.

Crossing Urban Danger Areas

Every team member needs to be familiar with what to do when dealing with danger areas in the urban environment. Due to the chaotic and fast-paced nature of urban combat, there are no strict roles for each fireteam member to take when crossing urban danger areas. Instead, roles are based upon where in the formation a given person is, regardless of their fireteam role. When moving up to a street danger area, the first person in the formation will stop at the corner, scan both directions, take a knee, and then say "Set!" via local chat. The second person in the formation will then move up, make his own scan, and decide on how he will move across. When he is ready, he will say "Crossing!" and then rush across the danger area. The remaining members of the fireteam will follow across at intervals of their choosing, based upon whether enemy fire was received and various other considerations. The last to cross says "Last man!" to let the cover man know that it will be his turn to move next.

Reaction to Indirect Fire (React to IDF)

Below is a series of events and actions that should take place upon coming under contact by enemy mortar fire.

As soon as indirect fire begins falling near the squad, it must be communicated across the radio to the rest of the squad.

This communication is done by stating the following over the radio:

“Incoming! IDF!” - Followed by a general direction and distance of the splash of fire.

Ex. “Incoming! IDF! Close! South!” or “Incoming! IDF! Far! East!”

The squad leader must then immediately make a decision as to where the squad must begin movement to escape the IDF.

The squad leader will issue a movement command over the radio net to all members of the squad. The movement command is as follows:

“Squad! Move!” - Followed by a distance and direction to move in.

Ex. “Squad! Move! 400m! South-East! Stay in defilade!”

C-PISN’s

Here we have developed our own ROE/OP system called the Combat Protocol Identification ​ ​ ​ Serial Number system. “C-PISN” for short. ​ ​ ​ We also have developed our own grievance system called Combat Protocol Breach ​ Ticket system or “CPBT” for short. ​ ​ ​ ​

C-PISN: 0001-a If you do not see a weapon, you will not engage. If there is a civilian population present, you will not engage until fired upon. You will work with local populations to clear and area of non-combatants prior to engage hostile forces. You will not damage civilian property or unlawfully detain civilians. Any and all detainees must be documented and cleared for confinement by an active NCO or Officer.

C-PISN:0002-a All identified possible IED/VBIED/Svest locations and unengaged contacts in those locations will result in a holding of movement, and situational assessment. Any and all captured munitions used in combat, must be presented to NCO or Officers for Documentation and Serialization before dismantle operations begin. (Send screen shots of the weapon you picked up and used)

C-PISN:0003-a Aerial Assaults will not take place without authorization from a Senior, Master; Chief, or an active NCO and/or Officer. NO EXCEPTIONS. ​ ​ All usages will be documented, by grid numbers, world region, direction, strength, ammunition type, and TDT (Tally Damage Totals). Aerial Assaults are NOT CLEARED for usage near, inactive non military targets. NO ​ ​ ​ EXCEPTIONS. Abuse of the aerial support system will result in Trident removal, and a ​ secondary selection period for the member.

C-PISN:0004-a Regarding Zeus usage, any and all usages of this system during BUD's and Training Exercises, must be cleared by a SOC level member or higher. These systems will not be used during scheduled hours or Deployments listed with a Deployment-2t/2x/2c/2f/3g/3t/3c Serial number. NO EXCEPTIONS.

C-PISN:0005-a All radio/broadcast communications during operations will be restricted to limited usages. Callouts, and Responses. You will not pass full personal communication across the network during operations.

C-PISN:0006-a All AI will be treated as a REAL LIFE person. You will not treat them incorrectly or in a manner which causes Conventions to be broken. You will follow all Geneva Conventions in World Regions where they are mutually accepted.

C-PISN:0007-a Enhanced Interrogation techniques will only be applied by NCOs and Officers in special circumstances without warning or preparation. These activities will not be recorded or posted online. This is disgraceful but sometimes this is the only way we can get the information we need.

C-PISN:0008-a

Do not detain cooperative informants. We need them to stay in the field and work for us.

Detain all alive combatants for questioning. LT will be handling HUMINT POC’s.

C-PISN:0009-a

Do not deploy explosives in an area which may compromise or destroy intelligence. C-PISN:0010-a

Do not fire at, or near friendly forces, equipment, vehicles. We have a strict BLUFOR against BLUFOR violence policy.

C-PBT System is a system where a violation of SOP and ROE can be filled as a complaint against a Team Mate or Leadership Member.

CPBTs are taken serious and you must provide written statements, documentation, ​ (if any are available) recordings, and at least 1 witness of the violation accused. CPBT's will be handled in private between the ticketing initiator, and the ​ violator, with NCOs and Officers in private. NO EXCEPTIONS. ​ ​ ​ ​ ​ Ticket Submission Structure:

Ticket Number = yourfirstnameinitial.versa.personyoufiledagainstsinitials.month.day.year IE: Ticket r.versa.rn.9.9.2019 ​

CHIEF Complaint, LENGTHY DESCRIPTION, SUGGESTED ACTION, EVIDENCE, ​ ​ ​ ​ ​ ​ ​ DATE AND TIME TO PRESENT CASE AND PLEAD FOR CLEMENCY.

Electronic Signature, Your Name, Date, Time

SECONDARY OPERATOR PROFICIENCY COURSES

This section is administered by R. Neff, Y. Bagheera, J. Perkins, V. Dominguez, J. King

ITCQB (Immediate Threat CQB) ​ This will be an intense experience. Make sure you are prepared for this. You can expect to be facing ​ an element made up of your NCOs or OFFICERs from your Platoon for this exercise. (Arma AI, Does not ​ Perform Imminent Threat in the capacity of which we can provide ourselves.)

This training will be performed to increase your awareness to a higher level as to where you can engage contact based on the ​ human elements inside of the quarters, and the battle staging as required to keep safety and force of violence in priority. Inoculation ​ to stressors becomes just as effective as enhanced tactics.

Recon Tactical Proficiency Exercises Using Map Tools to Log Recon Information, Setting Overwatch, Spotrep, Sitrep of Recce Information.

Stealth Techniques ​ Silent Approach, Usage Of Cover; IE: Defilade, 5 S’s Shine, Sound, Silhouetted Movement & Sight Concealment , Signal

Intelligence Secondary Classes

Sensitive Site Exploitation

( A short lesson on using electronics, and recovering them for Intelligence Tasks )

HUMIT Protocols ( Detaining, Searching, Interrogating NPC’s During Operations )

Specialist Programs

Once you are fully qualified

You will be given an opportunity to elect yourself for, and enroll into a specialist program.

Breacher - Uses force of violence to gain entry to and clear structures and facilities.

EOD - Handles ALL Explosive Ordinance, Master of Visual Detection of ordinance.

Recon Sniper and/or Marksman - Reports Intel, 80% of the time, shoots 20% of the time. Overwatch specialists.

PJ/Combat Medic - Airforce Medic, SARC, SEAL DEVGRU Medic, CSAR

RTO/JTAC - Handles Radio, and Calling Supports, Exfiltration, Infiltration

Combat Pilot - Effective F-18 CAS and MH-6M + UH-60(All Variants)

These documents were developed by the Officers and NCOs are DEVGRU Black Squadron so to have a unique system unlike anything seen elsewhere. With cohesive standards to ensure a very enjoyable experience with limitations that can replicate the real world environment for DEVGRU Operators. Use elsewhere is strictly forbidden under the laws of The United States and the Digital Millennium Copyright Act. Any and all reuses must quote this as a direct source and attribute credit to www.DEVGRU.club. Copyright ​ ​ 2018-2020 © ® ​

Image Credits: Wikipedia, US NAVY (Fair Usage Act)

JSOC READING MATERIAL

MilAssoc Terminology

Dictionary of Military Associated Terms

Training & Specialist Manuals

NAVY

NAVY SEAL Sniper Training Manual

NAVY SEAL Patrol Leaders Handbook

NAVY SEAL Physical Fitness Guide

ARMY Urban Operations Training Manual Jungle Operations

Acronyms & Glossary

AAW Anti-Air Warfare ​ ​ ​

ACR Armored cruiser, class/type of ship. ​

AD Auxiliary, Destroyer Tender, class/type of ship. ​

ADCON Administrative control ​ ​

Banana An insult geared at a student taking part in BUD/S. ​ ​ ​ ​

BB - Battleship ​ ​ ​

BCD - Bad Conduct Discharge (also colloquially known as "Big Chicken Dinner") ​

BCGs - Birth Control Glasses ​ ​ ​

BTF A BTF (Big Tough Frogman) is a popular term used among Navy SEALs when they talk about each other. A frogman ​ ​ ​ ​ is another name for a SEAL.

BU - Builder[ ​ ​

BUDS - Basic Underwater Demolition School ​

BZ - Bravo Zulu (meaning well done) ​

Bullfrog A title given to the operator most removed from the BUD/S training program. ​ ​ ​ ​

CENTCOM - U.S. Central Command (USCENTCOM) ​ ​ ​

CF - Charlie Foxtrot (polite form of "Cluster Fuck") ​ ​ ​ ​

CIC - Combat Information Center ​ ​ ​ CICO - Combat Information Center Officer ​ ​ ​ ​

CIS - CASREP Information System ​

CO - Commanding Officer[NB 1] ​ ​ ​ ​

COB - Chief of the Boat (traditionally found only on submarines; pronounced "cob"). Can also be used for "close of ​ ​ ​ ​ ​ business" (pronounced "C-O-B"). ​

COMEX - Commence Exercise ​

COMMO - Communications Officer ​

COMSEC - Communications Security ​ ​ ​

Circus Any trainee who fails to qualify for the day's minimum marks in physical tests is required to do two hours of ​ ​ ​ calisthenics at the end of the day, AKA circus

DEVGRU - Naval Special Warfare Development Group, formerly (and informally still) SEAL Team SIX ​ ​ ​ ​

DILLIGAF - Does It Look Like I Give A Flip(uck), standard Navy slang ​

DOD (also DoD) - Department of Defense ​ ​ ​ ​ ​

DoN - Department of the Navy ​ ​ ​

DRB - Discipline Review Board ​

EEBD - Emergency Escape Breathing Device ​

ENS - Ensign ​

EO - Equipment Operator[1] ​ ​

EOD - Explosive Ordnance Disposal ​

EW - ​ ​ ​

EXW - Expeditionary Warfare ​

FIDO – Forget/**** it, Drive On.l. ​

FIGJAM – **** I'm Good, Just Ask Me. ​

FISH – Fighting In someone's House. Acronym describing . ​

FUBAR – *****ed up Beyond All Recognition. ​

FUNGUS – **** You, New Guy, U Suck. ​

FNG – ****ing New Guy. A ubiquitous acronym for new members of a group. ​

GQ - General Quarters (Call to battle stations) ​ ​ ​ ​

HAC - Helicopter Aircraft Commander ​

HALO - High Altitude, Low Opening ​

HAHO - High Altitude, High Opening ​

HANO – High Altitude, No Opening. ​ HELO - Helicopter ​

HM - Hospital Corpsman[1] ​ ​ ​ ​

HMFIC - Head Mother Fucker In (See SOPA Below) ​

HUA – Head Up Ass or Heard, Understood, Acknowledged. ​

IAW - In Accordance With ​

IBS – Inflatable Boat, Small. Typically used by landing parties requiring stealth, such as Navy SEALs. ​

IED – Improvised Explosive Device. A nearly ubiquitous method of attack in the Middle East. IEDs are hidden in extremely ​ varied ways.

IDF – Indirect Fire. Any munitions delivered on a high-arcing trajectory such as mortars, rockets, and . Usually used ​ to describe enemy fire.

IFR – I ****ing Refuse. A means of emphatically displaying a lack of compliance. Generally considered impolite. ​

IYAAYAS – IF You Ain’t Ammo, You Ain’t ****. ​

ICO - In Case Of (or In Care Of) ​

IRT - In Reference To ​

IT - Information System Technician ​

JAG - Judge Advocate General's Corps, U.S. Navy ​ ​ ​

JTF - Joint Task Force ​ ​ ​

JTFEX - Joint Task Force Exercise ​

KISS - Keep It Simple, Stupid ​ ​ ​

LANTCOM - Atlantic Command ​

LCDR - Lieutenant Commander ​

LRAD - Long Range Acoustic Device ​ ​ ​

LT - Lieutenant ​

LTJG - Lieutenant Junior Grade ​

MC - Mass Communication Specialist ​ ​ ​

MCPO - Master Chief Petty Officer ​ ​ ​

MCPON - Master Chief Petty Officer of the Navy (pronounced "Mick Pon") ​ ​ ​ ​

MRE – Meal Ready to Eat.

MSG - Message ​

MU - Musician ​

NAB - Naval Amphibious Base ​

NAF - Naval Air Facility ​ NAS - Naval Air Station ​

NAVAIR - Naval Air Systems Command ​ ​ ​

NAVCOMP - Comptroller of the Navy ​ ​ ​

NAVEDTRA - Chief of Navy Education and Training ​

NAVSTA - Naval Station ​

NAVSUBASE - Naval Submarine Base ​

NCDU - Navy Combat Demolition Unit ​

NCIS - Naval Criminal Investigative Service ​ ​ ​

NCM - Navy Commendation Medal ​ ​ ​

NECC - Navy Expeditionary Combat Command ​

NeL - Navy eLearning ​

NFG –NonFunctioning Gear. Label used on broken equipment in the Navy and Air Force. ​

NMTI - Navy Military Training Instructor ​

NNSY - Norfolk Naval Shipyard ​ ​ ​

NPC - Navy Personnel Command ​

Non-Qual A person who did not make it through BUD/S. ​ ​ ​ ​

NSWC - Naval Center ​ ​ ​

NSWG - Naval Special Warfare Group ​ ​ ​

OBA - Oxygen Breathing Apparatus ​ ​ ​

OCS - Officer Candidate School, located at Naval Station Newport ​ ​ ​

OFS - Out Freaking Standing (polite form) ​

OIC - Officer in Charge ​

OM - On the Move ​

OMPF - Official File ​

OOD - Officer of the Deck ​ ​ ​

OPCON - Operational control ​ ​ ​

PACOM - Pacific Command ​ ​ ​

PAX - Passengers[13] ​ ​

PFA – Pretty Freakin' Awesome. A term coined by the band Willy Pete in the sont "PFA." ​

PFM – Pure ****ing Magic. Usually used by Airmen and Marines when explaining something the asker might not ​ understand. PHA - Physical Health Assessment ​

PHRA - Physical Health Re-Assessment ​

PLF – Parachute Landing Fall. ​

PO(3/2/1) - Petty Officer (Third/Second/First Class) ​

POC - Point of Contact ​

POD - Plan of the Day ​

POM - Plan of the Month ​

POTUS - President of the United States ​

POW - Prisoner of

PRT - Physical Readiness Test ​

PT - Physical Training ​

Pipe Hitter An elite unit that is qualified to take extreme measures for difficult missions. ​ ​ ​ ​

Pull Chocks It's time to leave. ​ ​ ​ ​

Ring Out A BUD/S trainee who has had enough during an exercise will ring a bell three times, signaling they want to quit. ​ ​ ​ ​

RIMPAC - Rim of the Pacific ​

RM - Radioman ​

RT - Radiotelephone (voice radio) ​ ​ ​ ​

RTB – Return to Base. Recommended by user 12B30. ​

RFTM – Read the ****ing Manual. Usually an aggravated response to someone asking a precise, complex technical ​ question.

SA – Situational Awareness. ​

SAU - Search and Attack Unit ​

SCAT - Small Craft Attack Team ​

SCBA - Self-Contained Breathing Apparatus ​ ​ ​

SCPO - Senior Chief Petty Officer ​ ​ ​

SE - Support Equipment ​

SEALs - United States Navy SEALs (stands for Sea, Air, Land), officially termed Special Warfare Operators (SO) ​ ​ ​ ​

SECDEF - Secretary of Defense (United States) ​ ​ ​

SECNAV - Secretary of the Navy (United States) ​ ​ ​

SERE – Survival, Evasion, Resistance, and Escape. ​

Sitrep - Situation report ​ SLBM - Submarine-Launched Ballistic Missile ​ ​ ​

SO - Special Warfare Operator, aka US Navy SEAL. ​ ​ ​ ​

SOFA - Status of Forces Agreement ​

SNAFU – Situation Normal All ****ed up. ​

SPAWAR - Space and Systems Command ​ ​ ​

SPAWARSYSCEN - Space and Naval Warfare Systems Center ​

SSBN (aka Boomers) - Submersible Ship Ballistic Nuclear. Hull classification symbol for ballistic missile submarine. ​ ​ ​ ​ ​ ​ ​ ​ ​

SUBRON - Submarine Squadron ​ ​ ​

SUBSAFE - Submarine Safety Program ​ ​ ​

SWCC (swick) - Special Warfare Combatant-craft Crewmen, the Special Operations Forces who operate and maintain an ​ ​ ​ ​ ​ ​ ​ ​ ​ inventory of boats used to conduct special operations missions or to support special operations missions conducted in maritime environments, particularly those of the U.S. Navy SEALs.

SWO - Surface Warfare Officer ​ ​ ​

Send It! An expression that signals the initiation of a shot. ​ ​ ​ ​

Sugar Cookie A form of punishment for when a trainee fails uniform inspection. The trainee is told to walk out into the ​ ​ ​ water, get wet, then roll around on the beach until completely covered with sand. They must remain covered in sand for the rest of the day.

SWCC (swick) Special Warfare Combatant-craft Crewmen, the Special Operations Forces who operate and maintain an ​ ​ ​ ​ ​ ​ ​ ​ inventory of boats used to conduct special operations missions or to support special operations missions conducted in maritime environments, particularly those of the U.S. Navy SEALs.

SWO Surface Warfare Officer ​ ​

SO Special Warfare Operator (SEALs) ​

Tadpole Another name for a BUD/S trainee. ​ ​ ​ ​

TARFU – Things Are Really ****ed Up. Or Things Are Royally ****ed ​

TE - Task Element ​

TF - Task Force ​ ​ ​

TG - Task Group ​

THS – The Hooah Syndrome. ​

TOPGUN - United States Navy Fighter Weapons School ​ ​ ​

TS – Top Secret. ​

TU - Task Unit ​

UA - Unauthorized Absence, equivalent to Army absent without leave (AWOL) ​ ​ ​ ​ ​ ​ ​

UAS - Unmanned Aerial System ​ ​ ​

UAV - Unmanned Aerial Vehicle ​ ​ ​ UCMJ - Uniform Code of ​ ​ ​

UDT - Underwater Demolition Team ​ ​ ​

UNODIR - Unless Otherwise Directed ​

UNREP - Underway Replenishment ​ ​ ​

UNSAT - Unsatisfactory ​

UOD - Uniform of the day ​

USMC - United States Marine Corps, organized under the United States Department of the Navy ​ ​ ​ ​ ​ ​

USN - United States Navy ​ ​ ​

VBSS - Visit, Board, Search, and Seizure ​ ​ ​

WAG – Wild-Ass Guess. ​

WETSU – We Eat This **** Up. Commonly used by those performing grueling labor. ​

WTF – Whiskey Tango Foxtrot. ​

WTFO – What the ****, over? A question implying sharp disbelief. ​

WO - Warrant Officer ​

WSO - (Wizzo) - Weapon Systems Officer (Naval Flight Officer) in USMC F/A-18D Hornet and USN F/A-18F Super Hornet) ​ ​ ​ ​ ​

WTC - Watertight Compartment ​

WTD - Watertight Door ​

WTF - Whiskey Tango Foxtrot, usually an interrogative phrase, but may also be used in a declarative manner ​

WTH - Water Tight Hatch ​

YGFBKM – You Gotta ****in' Be Kidding Me. ​

XO - Executive Officer ​ ​ ​

Reference’s

ACEREPORT-RF

ACE Report

ACE Report

Black = Empty

Red = Could not sustain another engagement

Yellow = Half-Load

Green = Good to fight.

Black = Number of KIA.

Red = Number of Combat Ineffective Troopers with Critical Injuries

Yellow = Number of Troopers injured needing return to full health.

S.A.L.U.T.E Reports Size, Activity, Location, Unit Identification, Time, and Equipment. This should be brief report, written while conducting recon, that is as accurate and clear as possible

Recog-REF

Reconnaissance

Reconnaissance is an invaluable action that can give both your team and squad the edge to assaulting/defending a point. Instruct your squad sniper to relocate and find placement in an advantage point i.e a building (in this case a church) crossroads etc. Here your squad sniper can inform you as well as the squad on incoming enemy vehicle, armor, etc. Having a member report reconnaissance especially when defending can make or break your defense. Being aware to enemy armor prior to its attack is a distinct + and will allow for you or you commander to illustrate an attack plan Inform your Squad, inform your Team. Inform your commander of key points, do not clutter radio. Quick, precise and to the point! Marking targets such as Infantry, Armor, F.O.Bs(Forward Operating Base) and so on is a must. Your Section Commander may even wish to act upon your markers and designate Artillery barrages, Smokes and so on. Keeping in touch with Squads around you will benefit you and your squad in more ways than one. If a squad indicates that they are near being over run you may see it fit to reinforce them, however keep in mind your position whether or not it's appropriate to sacrifice your defense/attack point. Contacting your Section Commander will allow for quick management in the event that you and your squad are needed elsewhere

Patrol-REF

What to do on Patrol

● Where are friendly forces located? Knowing this will help you to pick which areas to spend your time observing, and will help to prevent friendly fire. This includes knowing where your own fireteam members are, where your squad's fireteams are, as well as where other squads in the platoon are located. ● Where is the enemy most likely relative to you? What are the likely positions they will be occupying? What can you do to minimize your exposure to them? ● Where is the nearest usable piece of cover or concealment? This is important to know if you come under fire unexpectedly, or make visual contact with the enemy and must enact a hasty ambush. ● Where are my teammates watching? Knowing where friendly units are looking helps you to pick a direction to watch that will complement their observation sectors.

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AT-REF

Ambush Tactics An ambush is a surprise attack upon a moving or temporarily halted enemy by a force lying in wait. It is usually a brief encounter and does not require the capture and holding of ground. 2. The ambush is undoubtedly one of the oldest stratagems of battle. Even the ​ invention and refinement of modern weapons, motor vehicles and aircraft have had little effect on the ambush pattern and techniques. The attack from ambush in ancient days was an action at close quarters, and it still is, despite the range of modern weapons. 3. Ambushes may be used in front of and behind enemy deployment areas, against ​ both regular and insurgent forces. A series of successful ambushes should make the enemy apprehensive and cautious in movement. Continued success should finally inflict a virtual paralysis on the enemy.

AIMS OF AMBUSHING 4. The aims of ambushing are as follows: ​ a. To Kill the Enemy. Well-laid ambushes are an effective way in which to kill the ​ enemy. They offer the opportunity to inflict high casualties on the enemy with minimum resources. b. To Disrupt Enemy Movement. Ambushes may be used in front of and behind the ​ forward edge of the battle area. A series of successful ambushes will disrupt the enemy's freedom of movement.

Ambush and Counter-ambush: c. To Gain Information. Ambushes can be laid as a means of obtaining information ​ about the enemy or to capture a prisoner. d. To Provide Security. Continued success in ambushing restricts enemy movement ​ and reduces his ability to obtain information.

AMBUSH SITES 5. Suitable places for ambush include: ​ a. Known enemy routes in forward and rear areas. ​ b. Administrative areas and supply and water points. In counter insurgency ​ operations, known or suspected food dumps and arms caches are particularly suitable. c. Areas where a marked change of vegetation occurs, such as the junction of the ​ tree line and tundra. d. Probable lines of enemy after a successful attack by our forces. TYPES 6. There are two types of ambush: a. deliberate; and b. immediate. ​ 7. The Deliberate Ambush. A deliberate ambush is one planned and executed as a ​ separate operation. Generally, time allows for planning, preparation, and rehearsal in great detail. The deliberate ambush may vary in size from a small four-man ambush to a major operation using an Infantry battalion. Many opportunities exist for small-scale ambushes; the ambush of up to platoon strength is the normal size used. Successful large-scale ambushes are more difficult Ambushes to achieve but every opportunity must be taken to do so. Some examples of these are: a. in counter insurgency operations, luring an enemy follow-up force into a ​ prepared ambush position; and b. when information provides exact enemy locations, such as an assembly area, or ​ the movement of large numbers of reinforcements. 8. The Immediate Ambush. An immediate ambush is one set with a minimum of planning to anticipate imminent enemy action, or is a purely defensive technique by a force such as a patrol. In these circumstances, little or no time is available for reconnaissance before occupation of the site. The degree of success achieved depends upon the initiative of the commander concerned, prior rehearsal of proven drills and teamwork. It should normally only be laid in areas where civilian movement by night is prohibited.

PREREQUISITES TO SUCCESS 9. Instantaneous co-ordinated action against a surprised enemy contained within a ​ well covered killing zone is essential for success. This requires: a. Sound Intelligence. Sound intelligence is essential for the success of an ambush. ​ A detailed picture of enemy activity and intentions should be built up from all available sources. The details should enable the ambush commander to plan the size of his ambush, the type of ambush he has to employ, the NOTE The smaller the force the easier it is to introduce it into the ambush area, to control the operation, and to extricate the force after contact. Ambush and Counter-ambush types of weapons that he requires and the ground best suited to catch the enemy by surprise. b. Thorough Preparation. The preparation for an ambush includes planning, ​ reconnaissance and rehearsals. These tasks must be undertaken with care so that all the factors which may influence the result of the ambush are taken into consideration and all possible eventualities are foreseen and rehearsed. c. Security. It is necessary to deny the enemy knowledge of the friendly force's ​ intentions during the preparation and execution of the ambush. d. Camouflage and Concealment. In the ambush, protection from observation and ​ surveillance is essential. The members of the ambush must be hidden and vehicles and routes must be camouflaged. Concealment from the air and from enemy night vision aids and/or electronic detection devices must be considered, as well as ensuring that there is an absence of light, noise, movement and abnormal smells. e. Good Control. Good control is a prerequisite to the successful execution of an ​ ambush. The ambush commander must provide himself with the means to command the ambush and to direct and control the actions of his firepower resources even when direct communication is not possible. He should position himself within the ambush in a location that facilitates this control. f. A Simple Clear Plan. The plan for the ambush must be simple. It should cover all ​ possible contingencies and must include clear directions on how the ambush is to be initiated and terminated. g. Maximum Use of Fire Power. All available fire power must be coordinated to ​ achieve the best result. The maximum weight of fire must be brought to bear on the enemy immediately—the Ambushes ambush is initiated so that the enemy does not have time to extricate himself from the kill zone. h. A High Standard of Battle Discipline. Ambushing demands a high standard of ​ battle discipline. Once in their fire positions, soldiers must remain motionless with safety catches off, refraining from scratching, slapping at insects, smoking, eating, drinking or relieving themselves. An ambush can be ruined by the accidental discharge of a weapon or by an excited soldier firing before the order is given. Unless this standard of battle discipline can be reached in all aspects, it is useless to embark on an ambush.

CS-R Combat Stress Reference’s

REACTIONS TO COMBAT STRESS Service members exposed to danger experience physical and emotional reactions that are not present under more tranquil circumstances. Some reactions sharpen abilities to survive andwin; other reactions may produce disruptive behaviors and threaten individual and unit safety. These adverse behaviors are collectively called combat stress reaction. The operative word is“behaviors.” People in combat experience a range of emotions, buttheir behavior influences immediate safety and mission success. Combat and combat-related military missions can also impose combinations of heavy physical work; sleep loss; dehydration;poor nutrition; severe noise, vibration, and blast; exposure to heat, cold or wetness; poor hygiene facilities; and perhaps expo-sure to infectious diseases, toxic fumes or substances. These, in combination with other influences—such as concerns about prob-lems back home—affect the ability to cope with the perception of danger, and diminish the skills needed to accomplish the mission.Environmental stressors often play an important part in causing the adverse or disruptive combat stress reaction behaviors. Theleader must work to keep each Service member's perception of danger balanced by the sense that the unit has the means to pre-vail over it. The leader must keep himself and his unit working at the level of stress that sustains ​ ​ performance and confidence.When troops begin to lose confidence in themselves and their leader, adverse stress reactions are most likely to occur. It is important for the small-unit leader to recognize these adverse behaviors at the onset in order to intervene promptly for the safety and benefit of individual Service members and the unit.These behaviors may take many forms and can range from subtle to dramatic. Any Service member who shows persistent, progres-sive behavior that deviates from his baseline behavior may be demonstrating the early warning signs and symptoms of a combat stress reaction. Trying to memorize every possible sign and symptom is less useful to prompt diagnosis than to keep one sim-ple rule in mind: Know your troops, and be alert for any sudden,persistent or progressive change in their behavior that threatens the functioning and safety of your unit.

OBSERVING AND RECOGNIZING COMMON REACTIONS TO COMBAT STRESS Ranges of fatigue, fear, anxiety, and depression affect most Ser-vice members in combat and in some military operations other than war. Mild stress reaction may be signaled by changes in behavior and only be discernible by the person himself or by close comrades. The unit leader and medical personnel depend on information from the Service member or his comrades for early recognition of combat stress reactions to provide prompt and appropriate help. Severe stress reactions may prevent the individual from perform-ing his duties ​ or create a concern for personal safety or the safety of others. These do not necessarily mean that the person must be relieved from duty, but warrant immediate evalu-ation and help by the small-unit leader.

CS-UDT

DM-USN

Dive Medicine References

Caisson Disease (Decompression Sickness)

With the increasing use of caissons, a new and unexplained malady began to affect the caisson workers. Upon returning to the surface at the end of a shift, the divers frequently would be struck by dizzy spells, breathing difficulties, or sharp pains in the joints or abdomen. The sufferer usually recovered, but might never be completely free of some of the symptoms. Caisson workers often noted that they felt better working on the job, but wrongly attributed this to being more rested at the beginning of a shift. As caisson work extended to larger projects and to greater operating pressures, the physiological problems increased in number and severity. Fatalities occurred with alarming frequency. The malady was called, logically enough, caisson disease. However, workers on the Brooklyn Bridge project in New York gave the sickness a more descriptive name that has remained—the “bends.” Today the bends is the most well-known danger of diving. Although men had been diving for thousands of years, few men had spent much time working under great atmospheric pressure until the time of the caisson. Individuals such as Pasley, who had experienced some aspect of the disease, were simply not prepared to look for anything more involved than indigestion, rheumatism, or arthritis.

Cause of Decompression Sickness.

The actual cause of caisson disease was first clinically described in 1878 by a French physiologist, Paul Bert. In studying the effect of pressure on human physiology, Bert determined that breathing air under pressure forced quantities of nitrogen into solution in the blood and tissues of the body. As long as the pressure remained, the gas was held in solution. When the pressure was quickly released, as it was when a worker left the caisson, the nitrogen returned to a gaseous state too rapidly to pass out of the body in a natural manner. Gas bubbles formed throughout the body, causing the wide range of symptoms associated with the disease. Paralysis or death could occur if the flow of blood to a vital organ was blocked by the bubbles.

Prevention and Treatment of Decompression Sickness.

Bert recommended that caisson workers gradually decompress and divers return to the surface slowly. His studies led to an immediate improvement for the caisson workers when they discovered their pain could be relieved by returning to the pressure of the caisson as soon as the symptom appeared. Within a few years, specially designed recompression chambers were being placed at job sites to provide a more controlled situation for handling the bends. The pressure in the chambers could be increased or decreased as needed for an individual worker. One of the first successful uses of a recompression chamber was in 1879 during the construction of a subway tunnel under the Hudson River between New York and New Jersey.

(continued) The recompression chamber markedly reduced the number of serious cases and fatalities caused by the bends. Bert’s recommendation that divers ascend gradually and steadily was not a complete success, however; some divers continued to suffer from the bends. The general thought at the time was that divers had reached the practical limits of the art and that 120 feet was about as deep as anyone could work. This was because of the repeated incidence of the bends and diver inefficiency beyond that depth. Occasionally, divers would lose consciousness while working at 120 feet.

Inadequate Ventilation.

J.S. Haldane, an English physiologist, conducted experiments with Royal Navy divers from 1905 to 1907. He determined that part of the problem was due to the divers not adequately ventilating their helmets, causing high levels of carbon dioxide to accumulate. To solve the problem, he established a standard supply rate of flow (1.5 cubic feet of air per minute, measured at the pressure of the diver). Pumps capable of maintaining the flow and ventilating the helmet on a continuous basis were used. Haldane also composed a set of diving tables that established a method of decompression in stages. Though restudied and improved over the years, these tables remain the basis of the accepted method for bringing a diver to the surface. As a result of Haldane’s studies, the practical operating depth for air divers was extended to slightly more than 200 feet. The limit was not imposed by physiological factors, but by the capabilities of the hand-pumps available to provide the air supply.

Nitrogen Narcosis. Divers soon were moving into deeper water and another unexplained malady began to appear. The diver would appear intoxicated, sometimes feeling euphoric and frequently losing judgment to the point of forgetting the dive’s purpose. In the 1930s this “rapture of the deep” was linked to nitrogen in the air breathed under higher pressures. Known as nitrogen narcosis, this condition occurred because nitrogen has anesthetic properties that become progressively more severe with increasing air pressure. To avoid the problem, special breathing mixtures such as helium-oxygen were developed for deep diving