ESM CLASSIFIED - RESTRICTED DISTRIBUTION
The information contained in this document is not to be communicated to the Interstellar Media, Public, or to anyone not authorised to receive it. Anyone finding this document unattended should hand it into the nearest Marine, Navy, Law Enforcement or Colonial Militia Facility without delay.


THE 130TH REGIMENT

STANDARD OPERATING PROCEDURES


The procedures detailed in this Order represent the Standard Operational Procedures to be employed by The 130th Regiment. They are not to be slavishly followed as they represent Standard Procedures for Standard Situations. All Officers are permitted to vary any and all of the procedures if the circumstances require it, providing such variations can be justified at the first available opportunity.

Authorised:

Lt Col TA Killgore EMC.

Authenticated:

Maj D Nilsson EMC.

Effective Reference Number:TAK/130/SOP/3197.

Amendment Record:

Including up to Amdt 1.
Amendment 2 added - Lt J M Kemp 3198.041

Amendment 3 added - Jim-9000  3198.150


CONTENTS


ORBATS

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130TH REGIMENT ESTABLISHMENT

Other Ranks + Officers

Fighting Strength: 88+16

Embarked Strength: 88+18

Overall Strength: 98+19

Combat + Support Robots

Robot Strength: 26+50


130TH REGIMENT

Rank Number
Lieutenant Colonel

1

Staff Major

1

Major

3

Staff Captain

1

Captain

3

Lieutenant

9

Sergeant

16

Corporal

12

Marine

60

Navy Lt Commander

1

Navy Chief Petty Officer

1

Navy Petty Officer

1

Navy Crewman

8

Robots

26+50

GROUPS: ALPHA, BRAVO & CHARLIE

Rank Number
Major 1
Captain 1
Lieutenant 3
Sergeant 4
Corporal 4
Marine 20
Robots 8+6

GROUP HQ SQUADS: A0, B0 & C0

Rank Number
Major

1

Captain

1

Sergeant

1

Corporal

1

Marine

2

Robots

2+6

SQUADS: A1-3, B4-6 & C7-9

Rank Number
Lieutenant

1

Sergeant

1

Corporal

1

Marine

6

Combat Robots

2

SECTIONS

HQ Section Number
Lieutenant

1

Marine

2

Assault Section Number
Sergeant

1

Marine

2

Combat Robots

2

Reserve Section Number
Corporal

1

Marine

2

LOGISTIC GROUP

Rank Number
Navy Lt Commander

1

Navy Chief Petty Officer

1

Navy Petty Officer

1

Navy Ratings

8

Support Robots

26


DOCTRINE

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Teamwork

"The first duty of every commander, however junior, whether he commands an administrative or a tactical unit, is to be clear in his own mind beyond any shadow of doubt what is expected of him. It is not a question of what he wants to do, but what he is wanted to do. He must not leave his superior until he is certain that he knows what his task is. He must repeat aloud "MY TASK IS....."."

Major General R.N.Gale, OBE, MC. May 1944 (old dates) (Commander of 6th Airborne Division at D-Day)


The key when operating in teams is that unless there is a clear idea of the objectives, and the task within the framework of the overall Mission, then the unit will not function at its maximum efficiency.

There are a number of command styles that Commanders might adopt, according to personal preference and the needs of the operation. However, whateverstyle is adopted, the following points must be considered carefully:

When Dealing With Subordinates:

Make it clear what their task is, and how quickly you want it done. Tell them what to do, not how to do it.

Listen to suggestions from your subordinates. You do not have to follow their recommendations, but there is a chance they have a good point to make.

Leave them alone. If they are achieving their task satisfactorily then let them get on with it. After all, they are, like you, highly trained professionals.

Keep them informed. Often the commander is the main link between his subordinate units. You must ensure you inform subordinates of progressof their colleagues, or the situation and of likely changes of plan or new orders, well in advance.

Keep It Simple. Combat is complex enough - don't add to it. Orders should change as little as possible and should be as clear and unambiguous as possible. Long, complex orders with lots of conditionals and sub-clauses are inefficient orders.

If there is any doubt, go and see. You can only command a limited way from the rear - there will be times when you need to move forward with the marine squads and back up your subordinates personally. Your presence at the sharp end will improve morale and encourage your officers.

When Dealing With Superiors

Make sure you know what your task is.

Make sure the orders you receive make sense, and reflect your unit's capabilities. If in doubt check with your commander. It may be thatyou are deliberately being sent on a suicide mission, in which case, good luck. But check anyway.

Keep your superior informed of progress. This helps the commander build a picture of the battle, and keeps the commander from pestering you when you are most busy. It is also vital to inform your superior if it looks as though you might be unable to complete your mission.

Report the unusual or unexpected immediately. Fresh intelligence of the situation could be vital to the overall plan.

Basic Principles.

Recovery

A Marine never abandons one of their own. All casualties are recovered. A "Suit kill" looks like a dead body until you get it back. Remember, one day it could be you.

Target Selection

If you have a choice between a Marine with an SCA III or a Crewman with an SCA I as a target, shoot the crewman. Always kill the easy ones first. At very close range, a combat robot is harder to stop than a Marine. At most ranges, a grenade is more effective than an SCA for dealing with unarmoured targets.

Fire Positions

For Long Range Fire, a Marine with SCA III in cover is the best option. Never put a Combat Robot into a long range firefight (especially against Marines). Combat Robots are best at close-in work such as room clearing.


OPERATIONS

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Ship Capturing.

There are two main types of attacking tactics, "Spearhead" and "Search &Destroy". In many actions you will find yourself using both techniques, depending upon the objectives of the action. There is no 'right answer' they each have their strong and weak aspects.

Spearhead

Possession of control rooms is a paramount objective. Maximum speed and shock action assaults on control rooms will take the ship with the minimum casualties (provided you have some idea of the location of the control room). Given that the bulk of the defenders in most actions are slow-moving crewmen, the Marines get the best out of their higher mobility by moving fast, past the main defended areas. The basic idea is that the defence cannot react fast enough and it is unable to redeploy in time to prevent the Marines taking the control rooms. This method has its drawbacks in that if the location of the control rooms is not known precisely, it can lead the force into a firetrap or result in it becoming cut off from supporting forces.

Search & Destroy

You should leave no room un-cleared. In the uncertain world of boarding actions, it is not unknown for threats to lurk in apparently unimportant rooms, waiting for the attackers to pass and then assaulting from the rear, or cutting off retreat. Search & Destroy clears every room and corridor methodically, ensuring that there is no possibility of enemies to the rear. This method is slow, but safe. It also can cause more casualties, because on average, the attackers engage a larger proportion of the defending force than is the case with the Spearhead assaults.

Ship Defending.

There are three main types of defending tactics, "Crustal Defence", "Depth Defence" and "Last Ditch Defence". As with the attacking methods, most defenders use combinations of these styles to suit the circumstances.

Crustal Defence

The main defence is around the air-locks or points of entry. The aim is to inflict heavy casualties and a morale defeat on the attackers before they can get a foothold in the ship. Once this sort of defence is broken, however, there is little left to fight with. It therefore tends to be an "all or nothing" type of defence, best suited to smaller ship types with few crew and against an enemy that is not prepared to take many casualties (such as pirates etc). It is also the only type of defence when protecting large quantities of non-combatants or particularly large vital installations.

Depth Defence

A series of fire-traps throughout the ship, on the routes from the point of entry and the control rooms. The aim is to cause damage and if possible retreat intact, making maximum use of the "first shot" advantage the defenders have as the attackers turn corners or first enter rooms.

Last Ditch Defence

This is like the Crustal Defence, except that it is in or near the control rooms. This aims to take advantage of the attacker's reluctance to damage control rooms with grenades. A few defenders are usually deployed around the ship to delay the attackers and pick on opportunity targets, the rest are found in a major fire-trap. Like Crustal, the Last Ditch Defence is an all or nothing sort of defence. If things go well for a Depth Defence, it usually transforms into a Last Ditch in the later stages of the action.

There are no right answers for ship defence. It depends entirely on the layout and size of the ship, the type of defenders, the attackers and the combat styles of the opposing forces.


TACTICS

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Room Entry.

The three main stages of this are summarised by the acronym, 'AGRO', which stands for Access, GRenade, Occupy.

Access. Blow the doors, whether open already or not (otherwise the defenders can always shut them after you). Obtain more than one point of entry if possible or practical, and aim for simultaneous entry.

GRenade. Put at least one grenade into each unobserved area of the room (i.e. the unseen corners), before entering the room.

Occupy. Everyone enters at once, covering the unseen areas. If there are fresh doors in the room, cover them as well - they could open. Once this has been achieved the Reserve Section can move in and secure the room. In general, never try and force a room while the corridor is insecure. It is very difficult to engage in a corridor firefight and a room clearing operation at the same time. Always clear the corridor first, putting Marines in covering positions on any doors leading to uncleared or insecure areas.

Turning Corners.

This simple task is the cause of more casualties than almost any other activity. The acronym this time is 'MUG ME', or MUster, Grenade, Move, Engage.

MUster. Do not expose the squad to fire until all groups are ready to go all at once. They should be closely grouped behind the corner.

Grenade. This is more difficult, because there are bound to be unknown enemy positions around a corner. Place grenades in the more obvious locations. This is, of course, easier if you know the basic layout of the ship you are attacking.

Move. The entire Point Section moves at once into new fire positions. It is vital to get the maximum number of firers into position in one move. If the corner is defended, several will very likely become casualties in the first few seconds - you must ensure enough Marines are deployed to counter these potential losses.

Engage. Engage the enemy with direct fire and maximum APGW effort. The firetrap must be defeated quickly. As mentioned above the defenders will probably win initially, but it gives an opportunity for the Reserve Section to join in next move. Do not move further into the corridor or position until the enemy have been cleared from their fire positions (or you will give them another 'first shot' opportunity).


ORDERS SEQUENCE (Admt 3)

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AREA OF OPERATIONS: Where we can go, and where we can't.
SITUATION: Overall summary.
Enemy Forces: What they have got.
Friendly Forces: What we have got.
Attachments: What extras we have been given.
Detachments: What has been given to someone else.
Info Requirements: What don't we know yet?
MISSION: What are we doing, and Why.
EXECUTION:
Commanders Comments: Optional.
General Outline: How we are going to do it (summary).
TASKS
Group Alpha: Tasks for Group Alpha.
Group Bravo: Tasks for Group Bravo.
Group Charlie: Tasks for Group Charlie.
Logistics Group: Tasks for Logistics Group.
Attachments: Tasks for Attachments.
ADMINISTRATION:
Combat Supplies: Grenades, Dem Charges, etc.
Transportation: Who goes in which shuttle.
Timings: When.
COMMAND AND SIGNALS:
Command: Chain of Command.
Special Instructions: Eg: "Try to capture enemy robots."
Rules of Engagement: See below.
Codewords: See below.

NOTES

  • You must designate your Main Effort.
  • One of your tasks is always to protect your home ship.
  • You must designate a Reserve.


TO BE CLASSED AS CONFIDENTIAL WHEN VARIABLES DEFINED

STANDING OPORDER 130/1 (Amendment 3)

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Variables:

  • <Define Target>
  • <Define Enemy>
  • <Define Primary Entryway>
  • <Define Timings>

AREA OF OPERATIONS: <Define Target>

SITUATION:

Enemy Forces: <Define Enemy>

Friendly Forces: The 130th Regiment.

Attachments and Detachments: Nil.

Commander's Primary Information Requirements (PIRs) (in priority order):

a. Location of <Define Target> Control Centre.

b. Location of <Define Target> Power Plant.

MISSION:

To secure <Define Target> and maintain normal security on ESS Agamemnon until further notice.

EXECUTION:

General Outline: We will secure the <Define Target> using Groups Alpha and Bravo, with Group Charlie (-) remaining on board the ESS Agamemnon to maintain normal security. Force Reserve to consist of Marine Squad C3.

Tasks:

Group Alpha: You are my Main Effort. You are to give priority to securing the <Define Target> Control Centre or Power Plant. Your route of entry is to be via the <Define Primary Entryway> using the Light Shuttle and the Cargo Shuttle in a single lift.

Group Bravo: You are to Support Group Alpha. You are to give priority to maintaining flank security and securing the route between the <Define Primary Entryway> and Group Alpha. Your route of entry is to be via the <Define Primary Entryway> using the Jolly Boat, in the first wave, and using the Cargo Shuttle in the second wave.

Group Charlie: You are to maintain normal security on board the ESS Agamemnon. You are to embark Section C3 onto the Light Shuttle, following the return of the first wave and remain at immediate readiness as the Force Reserve.

ADMINISTRATION:

Combat Supplies: Additional Grenades are to be carried on board each Shuttle (1 x Pallet each). Additional Demolition charges are to be carried on the Cargo shuttle with the second wave (3 x pallets) with an additional 3 x pallets of Grenades.

Transportation: First Wave consisting of 33+14+2 Grenade Pallets (49 pax) to be carried on the Light Shuttle and the Cargo Shuttle (52 pax), and 7 + 1 Grenade Pallet (8 pax) to be carried on the Jolly Boat (8 pax). Second Wave to consist of 26+14+5 Grenade Pallets + 3 Demolition Charge Pallets (48 pax) to be carried on the Cargo Shuttle and the Jolly Boat (48 pax). Reserve to consist of 9+2+1 Grenade Pallet (12 pax) to be embarked on the Light Shuttle as Force Reserve (12 pax).

Timings: <Define Timings>

COMMAND AND SIGNALS:

Command: Normal command devolves down to the next in line, in the event of casualties. Authority for changes to ROE remains at the rank nominated. In the event of casualties authority must be granted in person by the next up the chain of command.

Rules of Engagement: TIGHTFIRE. WEAPON STATE: SAFE.

Codewords: SOP

Authorised: Comd Authenticated: 2IC Copy to: Capt

TO BE CLASSED AS CONFIDENTIAL WHEN VARIABLES DEFINED


STANDARD CODEWORDS

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Action Codewords: Definitions:

VENGEFUL RIGHT Launch Operation
BURNING HATE Abort Operation
TRAITORS CLAW Change ROE
OPEN HAND Cancel SPECIALFIRE restriction
TIGHT FIST Impose SPECIALFIRE restriction
FLAMING SWORD Change to Alternate Planning Option
SHARP SPEAR Change to Alternate Planning Option
SPIKED BLUDGEON Change to Alternate Planning Option
LONELY HONOUR Execute scuttle order
CROWDED HELL As Personally Briefed by the Commander
SILENT FIRE Change IFF setting (Amdt 1)
LASER LIGHT As Defined for Operation
RED DAWN As Defined for Operation
FESTERING SORE As Defined for Operation
WHITE FLASH As Defined for Operation
RAZORS EDGE As Defined for Operation

Target Codewords:
TOWEL Non-Combatant
SPOOK Generic Enemy
FAKER Identified as Decoy (Amdt 3)
JOKER Unidentified (Amdt 3)
FRIENDLY Identified as Friendly (Amdt 3)

Objective Codewords (Amdt 1):
ARROGANT As Defined for Operation
BRILLIANT As Defined for Operation
CHAMPION As Defined for Operation
DREADNOUGHT As Defined for Operation
EXCELLENT As Defined for Operation
FEARLESS As Defined for Operation
GLORY As Defined for Operation
HOLDFAST As Defined for Operation
INFLEXIBLE As Defined for Operation
JUSTICE As Defined for Operation
KINGDOM (Amdt 3) As Defined for Operation
LIGHTNING As Defined for Operation
MAGNIFICENT As Defined for Operation
NOBILITY As Defined for Operation


COMMAND STATUS

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When Units are assigned, they will be given a specific Command Status, as follows:

FULLCOM: The Unit is under Full Command. You may assign Missions,and you may re-group or split the Unit, and assign it separate Missions. You may assign all or part of the Unit under the Command of another Unit.

MISCOM: The Unit is under Mission Command. You may assign Missions, however you may not re-group or split the Unit. You may not assign all or part of the Unit under the Command of another Unit. The Unit may be withdrawn after due notice.

SUPCOM: The Unit is under Supporting Command. It has been assigned in a supporting role to assist you in fulfilling your Mission, usually for a specific time and in a geographic location. You may adjust timings and can require Liaison from the Unit to clarify details, but you may not assign separate Missions and you may not re-group or split the Unit. The Unit maybe withdrawn at any time.

TACOM: The Unit is under Tactical Command. It has been assigned a role requiring it to operate within your Area of Operations (AO). You may not assign Missions or direct it in any way, however you can require Liaison, and may give it orders to relocate in order to allow you to carry out your Mission more effectively.

CHANGES TO COMMAND STATUS: Command Status is assigned by the authority having FULLCOM over the forces, and only they can alter the Command Status of a Unit.

CAVEATS: All levels of Command Status may be given caveats, for example a Marine Detachment assigned to protect a civilian installation would probably be SUPCOM to the Base Commander for Operations and MISCOM for Administration. Another form of caveat would be SUPCOM until 1400hrs.

Commander's Comments:

It follows that Pacifiers assigned by a Navy Ship in support of a boarding action will normally be under SUPCOM but may be under MISCOM if operating away from the parent ship. An attached sub-unit of Technicians, (Eg: from a HST Station in a re-capture operation) would probably be under MISCOM (I would request this), but could be assigned under SUPCOM. A SUPCOM Unit usually comes with a list of restrictions covering its operations.


RULES OF ENGAGEMENT (ROE)

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FREEFIRE: Personnel are permitted to engage targets within the defined Area of Operations (AO) that are not positively identified as Friendly.

TIGHTFIRE: Personnel are only permitted to engage targets within the defined Area of Operations (AO) that are positively identified as Enemy. Targets that engage you or other Friendly forces may be assumed to be Enemy.

HOLDFIRE: Personnel are only permitted to engage targets within the defined Area of Operations (AO) in self-defence. Targets that engage you may be engaged, but you must cease fire the moment they cease to engage you. Targets that engage other Friendly forces may NOT be engaged.

NOFIRE: Personnel are not permitted to engage targets with ranged weapons under any circumstances. If engaged, you must attempt to evade or seek cover. You are permitted to act in self-defence, if you cannot escape, but you must attempt to use non-lethal means only (Amdt 1).

SPECIALFIRE: Supplementary rules issued in conjunction with the above:

  • a. NOGREN: The use of Grenades is not permitted (Amdt 1).
  • b. NODEW: The use of Direct Fire Energy Weapons is not permitted.
  • c. NOFOAM: The use of SpaceFoam is not permitted.
  • d. NOWIRE: The use of WirePods is not permitted.
  • e. NODEM: The use of any type of Demolition Charge is not permitted.
  • f. NOROBOT: The use of armed Robots is not permitted.
  • g. NOAPGW: The use of APGW is not permitted (Amdt 1).
  • h. GRENONLY: The use of only Grenades is permitted.
  • i. DEWONLY: The use of only Direct Fire Energy Weapons is permitted.
  • j. COMMAND: Special Rules defined by the Local Commander.

CHANGES TO ROE: ROE are defined for a particular operation. Permission to change the ROE, within defined limits, may be delegated to specific appointments within the Chain of Command.


WEAPON STATES

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READY: Weapons are carried ready for immediate action, only requiring the user to operate the trigger. Robots are autonomously controlled.

SAFE: Weapons are carried, with power and ammunition connected, but requiring the user to operate a manual safety-override before firing can take place. Robot weapons require to be physically activated by human operated manual safety-override.

UNLOADED: Weapons and ammunition are carried, but they are physically disconnected from each other, requiring the user to connect them and operate a manual safety-override before firing can take place. Robots are not armed, but robot weapons may be carried by non-combatant robots.

TRAVEL SECURE: Weapons and ammunition are physically isolated from each other, requiring the separate actions of more than one person to bring them together.

GRENCARRY TRAVEL SECURE: All Marine personnel are to carry their normal compliment of Grenades with the exception of Squad NCOs who are not to carry Grenades. Grenades are to have their fuzes removed and carried by Squad NCOs. NCOs are to inspect all Grenades and certify all fuzes are removed, this certificate is to be recorded in the Regimental Log. Authority to issue fuzes may be granted by a change in the ROE, or in exceptional circumstances by any Officer or surviving senior rank present (Amdt 2).


CLASSIFICATIONS (Admt 3)

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General Instructions

  1. Classification Caveats are to be applied to all messages for external transmission, and internal messages with Privacy Markings and Classifications above RESTRICTED.
  2. Classification Caveats are to be used to delimit Classified Material. The start and end lines of transmissions are to include the Classification caveat of the defined material. The Classification caveat is to be EMPHASISED in accordance with standard transmission protocols.
  3. Anyone finding any Classified Material unattended should hand it in to the nearest Marine or Law Enforcement Facility without delay.

CLASSIFICATION DEFINITIONS

UNCLASSIFIED: There are no restrictions on the dissemination of the defined material.

RESTRICTED: The defined material represents information that the general public does not need to know; and while not of general security interest in an individual case, large quantities of this data would provide hostile forces information into the tactics and organisation of Friendly Forces. It is not to be communicated to the Press, Public, or to anyone not authorised to receive it. Specific RESTRICTED material may be passed to nominated individuals under the authority of any Officer, however the individual must be appraised of their requirement to safeguard the material or be liable to Civil or Military Penal Prosecution. RESTRICTED material does not need to be accounted for.

CONFIDENTIAL: CONFIDENTIAL is a temporary Classification. The information contained in the defined material presents a short term threat to personnel, equipment, installations or intentions. CONFIDENTIAL material is used to classify information or orders for specific periods or operations. After the defined period, or at regular intervals, the material is to be reviewed by the Originator or an Officer of Field Rank (Majors) or above and either destroyed, or re-classified to RESTRICTED or below, or to QUITE SECRET or above. CONFIDENTIAL material is to be treated as QUITE SECRET material until re-classification, and requires to be accounted for in the Ship's Log.

QUITE SECRET: The information contained in the defined material presents a continuous and ongoing a threat to personnel, equipment, installations or intentions. The material can only be re-classified by the Originator; but may be reviewed and destroyed under the authority of any Officer of Field Rank (Majors) and above. All records relating to QUITE SECRET material are to be accounted for in the Ship's Log.

JOLLY SECRET: The information contained in the defined material presents a high level, continuous and ongoing a threat to personnel, equipment, installations or intentions. It is to be accompanied by a Privacy Marking of PERSONAL FOR. The material can only be re-classified by the Originator; but may be destroyed, without review, under the authority of any Officer of Field Rank (Majors) and above. All records relating to JOLLY SECRET material are to be accounted for in the Ship's Log.

JOLLY SECRET HAND CARRIED: The information contained in the defined material presents an extremely high level, continuous and ongoing a threat to personnel, equipment, installations or intentions. It is to be accompanied by a Privacy Marking of PERSONAL FOR and is to be personally presented to the recipient by a nominated individual whose personal details are contained within the material. The material cannot be re-classified, and is to be immediately destroyed after reading or if it cannot be delivered to the nominated individual. No records are to be made relating to HAND CARRIED material in any way.

PRIVACY MARKINGS

General Instructions

  1. Privacy Markings are to be applied to all messages requiring additional restrictions to their distribution for purposed of morale, efficiency, security and integrity. All Privacy Marked messages must be Classified RESTRICTED or above.
  2. Privacy Markings are to be used to delimit Privacy caveated Material. The start and end lines of transmissions are to include the Privacy Marking caveat of the defined material, immediately following the Classification Marking. The Privacy Marking caveat is to be EMPHASISED in accordance with standard transmission protocols.
  3. Anyone finding any Privacy Marked Material unattended should hand it in to the nearest Marine or Law Enforcement Facility without delay.

PRIVACY MARKING DEFINITIONS

NOT TO BE DISSEMINATED BEYOND (NDIS): Only to be viewed by, or stored with access to, or destroyed by, the defined personnel group, the originator, or Officers of Field Rank (Majors) and above. Example: NDIS OFFICERS, NDIS MEDICAL, NDIS ENGINEERING.

PERSONAL FOR: Only to be viewed by, or stored with access to, or destroyed by, the defined individual, Officers of Field Rank (Majors) and above in the Marine Provost Staff Branch, or the originator. In exceptional circumstances the caveat may refer to an Appointment, rather than an individual. Example: PERSONAL FOR CAPTAIN ESS LEXINGTON.


EQUIPMENT ESTABLISHMENT

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Serial

Item

Scale
01. Marine Armour

105

02. SCA2

87

03. SCA3

18

04. Grenades

420

05. Demo Charges

210

06. APGW

160

07. Proximity Grenades

0

08. Combat Robots

26

09. CS Robots

16

10. Recovery Robots

10

11. Ammo Robots

24

12. SuperCharge

8

13. Wirepod

0

14. SpaceFoam

0

15. TRUC

0

16. EyeCart

0


IDENTIFY FRIEND FROM FOE (IFF)

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IFF SETTINGS

Standard Setting: COM1-Alpha

Frequency Definition
COM1 Combined Ops1
COM2 Combined Ops2
COM3 Combined Ops3
130 130th Regt

Modulation Definition
ALPHA Normal
BRAVO Alternate
CHARLIE Low Power
DELTA Switched Off
TANGO High Power (Tracking) for Training


SUPPLEMENTAL SOPS

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TRUC SOPS (Amdt 2)

ORBAT

Marine Regimental HQ:

2 TRUC
Marine Group HQ: 2 TRUC
Marine Logistics Group: 20 TRUC
Total: 28 TRUC

DOCTRINE

The Transport Robot, Universal Carrier (TRUC) is capable of moving a standard equipment pallet, OR one or two casualties. The overall principle is that TRUCs will move forward to supply the Marines with the equipment required for the Operation, and then return to the base area with any casualties. The success of Operations requires equipment to be available when and where needed. The prompt recovery of human casualties is vital. Operational Plans should include an estimate of the equipment needed, a schedule for their transportation, and a prefered supply route and casualty recovery route.

TACTICS

REGIMENTAL AND GROUP HQ TRUCs.

These are to supply the immediately equipment requirements for the Operation. In an Offensive Operation, Supercharges are most often required. In a Defensive Operation, Wirepods, Spacefoam and Proximity Grenades may be required. If casualties need to be recovered before these TRUCs have been unloaded, the equipment can be dropped off to allow recovery to proceed without delay. If no equipment is required, these TRUCs will move forward empty and be immediately available to recover casualties.

LOGISTIC GROUP TRUCs.

These are to resupply the Marines with ammunition, and to transport other equipment required for the Operation. If casualties need to be recovered before these TRUCs have been unloaded, the equipment can be dropped off to allow recovery to proceed without delay.


ESM CLASSIFIED - RESTRICTED DISTRIBUTION

The information contained in this document is not to be communicated to the Interstellar Media, Public, or to anyone not authorised to receive it. Anyone finding this document unattended should hand it into the nearest Earth Marine, Navy, Law Enforcement or Colonial Militia Facility without delay.


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