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Signalling & Radio
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Posts: 58
Threads: 23
Joined: Apr 2023
Character(s): Crix Rennab
Possibly the most pivotal thing in Modern warfare is communications and signals. Modern Warfare is made up of several elements working together across a very tight schedule. As the objective and battle pans out a Company or Battalion Commander is going to need to move his troops at a moments notice, and then smaller scale a Sergeant or Corporal is going to need to be constantly directing his/her troops around the objective. This is where modern day Communications come into play.
The Equipment you will have it:
Radio 281/480
This is that little piece of kit which is attached to your helmet, and plugged into your heads up display. It operates at a high frequency rating, giving it a very short range (Line of Sight) range. Typically your radio will be effective to up to 400-500 metres range, maximum of 1 Kilometre across open terrain.
Signallers Radio's Shizzle
MR-90 Comset
This is that big radiopack you imagine people running around with, with the antenna sticking out of the back. It has a much longer range than the Common Toopers headset, although weighty. It can reach ranges of 50 Kilometres or higher and punch through most kinds of weather and terrain, making it a vital piece of platoon equipment. It is attached to your backpack with a handset, antenna, sonar etc.
LR-SAT
This is a Satelite dish which comes broken up and stuffed into the Radiomans rucksack. It can be taken out and quickly assembled for cases in which the Platoon or Company needs to punch through some really heavy mountains or storms or both! Or if they need to get a message across to orbit.
Datapad
Pulse Doppler radar is a type of radar that can determine a target's position and velocity radially from the radar from a radar pulse. By combining the function of a normal pulse radar, which can only determine a radarekos position, using the Doppler effect which enables the velocity determination of the echo one can filter out unwanted echo due to their speed. It's connected to the HUD of the wearers helmet, giving him/her a more advanced radar to keep the eyes on.
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Communications within the Platoon are typically a lot easier, with the PC and his Radio Operator being able to identify everyone by Squad name, however when you need to start talking with other Platoons and Companies you need to start using callsigns: Which are organised such
Visit Actual (Company Commander or his Radio Operator)
Visit 1-0 First Platoon Commander
Visit 2-2 Second Platoon, Second Squad
Visit 1-1 First Platoon, First Squad
and so on...
Listening MethodsAs we have to assume, the Radio utilize batteries as it's a portable electronic device. Therefor you need to recharge these batteries - But what happen if you can't? At the same time you have to remember that as soon as you send a message the opposition could start try and track you down or at least know roughly where you are. Therefor you should try and talk as little in the radio as possible!Option 1: You keep your frequency open all the damn time and always ready to send and recieve a message. This take most strain on the batteries and is rarely used.Option 2: You're availible to recieve and send a message for 5 minutes severy 15th minute. This could be done prior to some sort of attack or during uncertainty.Option 3: Ready to send and recieve messages for 5 minutes every 30minutes. This could be used during active reconnaissance or while recieving displacement orders.Option 4: Ready to send and recieve messages once every hour. Usually done when doing active intelligence gathering deep in enemy lines to keep command up to date.Option 5: Set dates and times to when you should send.Option 6: Complete Radio Silence. Shut up.KeywordsHow Copy - Do you understand?/Did you get my message?Affirmative/Negative - Yes/NoAll Stations - Message it for everyone on the frequencyBe advised - Important InformationBreak - Message not over yetCopy - Message received. DOES NOT MEAN YESI repeat - EmphasisDo you read - Are you there friend?Over - Message over, response expectedOut - Message over, don't respond. Over and Out does not exist outside the mind of film creators, so if anyone says it I will physically, mentally and spiritually ass fuck them.Reference/Read - when referring to a previous message or the previous part of the messageHold - Be right back bro I have to do something. Like break the message isn't done yet.There are several types of Radio Channel:SquadComm: The most Lax of all the Radio Channel's, typically you don't need to identify yourself as people will know from your voice. There are few regulations to how you should structure a message. However it is said that you should not talk on this channel unless you HAVE to, as NCO's and Officers will be using it to direct the battle. If speaking to a single person it is advised to use their SURNAME to identify them, if talking to a squad use the squad name, Echo or Foxtrot.BattalionNet: The channel where all the big decisions happen. This is the channel used to direct movements within the Battalion, call for artillery and so on. Typically only those with a long range radio and qualified as Communications Men will be on this channel. All proper radio procedures are used on this channel to prevent clogging and confusion of orders and messages.and always remember: Original Guide Created by The Defiance
Posts: 58
Threads: 23
Joined: Apr 2023
Character(s): Crix Rennab
Electronic Warfare
A Branch under the category of Communications, unlike a Signals Specialist/Joint Terminal Attack Controller, your electronic Warfare Specialist is focused on the interception and decoding of Enemy Communications. They sacrifice much of the common training on the Comsets and Sat's in favour of a Pack, containing Decoding software, signal jamming software and interception software. However the Electronic Warfare Specialist has got limited knowledge in setting up communications post, and when not required to perform their normal role, can assist Signallers and Joint-Terminal Attack Controllers.
The EW Specialist has several Primary Roles:
SIGNIT - Signals Intelligence
ELNIT - Electronic Intelligence
Assistance in setting up Field Communications Posts, Maintenance of JTAC/Signals and EW Equipment
The equipment of the Electronic Warfare Specialist:
EWP-10 "Pack"
A specialised piece of equipment, roughly the size of the MR-90 Comset able to intercept, decode, and disrupt enemy communications, if used correctly. However like the MR-90, it is a field piece of kit and not a huge computer, such as the NID would have. Thus it is only effective within the vicinity of the Platoon, up to around 100-150 Kilometres along flat terrain.
EWP-10 Antenna
A Antenna which can be attached to the EWP, or the MR-90 to extend the range of frequencies, allowing the EWS to intercept enemy signals on higher frequencies, lower frequencies, and more finite frequencies if they cannot pick up a clear signal with the EWP's set frequencies.
The EWS Specialist, being in conjunction with the Communications Specialist/Signaller/JTAC the EWS can often carry any equipment they cannot, such as taking wires, poles antenna etc. They may also take spare equipment to be able to set up a field communications post, should the Platoon or Company need it.
Joint-Terminal-Attack-Controller
Joint Terminal Attack Controllers are the guys who get to mess around with Air Strikes (CAS), and anything related to calling in air support or drone support in a close proximity to the Platoon. Their equipment is pretty much the same as a Signallers, and they are able to double up as a Signaller if needed. Able to send and receive messages, they may also assist with the setting up of Field Communications Posts.
There is one Primary Role for the JTAC:
The Co-ordination and Control of Drones, UAV's, Artillery and Air Support within a close proximity to a Platoon or Company.
The JTAC can also be called a FAC (Forward Air Controller)
All JTAC's are giving limited pathfinding training, as they also double up as Forward Fire Observers, able to find and direct strikes on enemy targets in their proximity.
Key terms for a JTAC:
CAS - Close Air Support: Like an Airstrike, however within the close proximity of a platoon. This must be handled by a JTAC due to the precision needed, to not hit your own guys.
MEDEVAC - Medical Evacuation: The Evacuation of Personnel by air due to Medical Circumstances
CASEVAC: Casualty Evacuation: The Immediate Evacuation of personnel who have sustained Injuries where Medics or Medical Staff are not available. (Thanks to Errikos for that one)
FIREMISSION - A Co-ordinated Artillery Strike on a enemy location.
So my future JTAC's: How do we JTAC.
CAS:
"Control, Visit 1-0, message, over."
"Visit 1-0, Control, go ahead, over."
"Control, Requesting CAS at grid 098 765, over"
"Visit 1-0, Copy, Contact (CALLSIGN I.E Mule 1), out."
"Visit 1-0, (CALLSIGN I.E Mule 1) , Requesting CAS at grid 098 765"
"Visit 1-0, Copy, [AWS (Available Weapons Systems)] available, over."
"(CALLSIGN I.E Mule 1), requesting[ TYPE I.E Rockets] on (TARGET I.E Enemy Comm Relay) at grid 098 765, (APPROACH VECTOR), over.
"Visit 1-0, copy, inbound, ETA 5 Mikes, out."
Key information:
Control would be the Communicator for the Flight Deck, they know what Callsigns are free for CAS, this process is repeated for any type of Starfighter or Shuttle request.
The Approach Vector is the direction you want them to approach from, three key things must be asserted: You can hit the target from that Vector, that Vector is Safe for a Starfighter to fly down, the Vector will not compromise your troops.
ONLY THE JTAC Can call in CAS, NO ONE else is qualified. Not even the Platoon Leader, PLatoon Sergeant or any NCO. In times of EMERGENCY the EWS can call in CAS.
Emergency Artillery Request
"Bilegan 1-0 this is Visit 1-0, requesting fire mission on grid 654 321, fire for effect, I repeat, fire for effect, out."
Here's the key thing about it, it is a EMERGENCY. Like 1000000 Choomas are about to over-run our position. You don't wait for a response, you just tell them, fucking fire or we die. So they will, they will fire on that grid until they either: Run out of Ammunition, or You call them off. Should you wish to call them off:
"Bilegan 1-0 this is Visit 1-0, ceasefire, I repeat, ceasefire, out."
once more, you don't want a response from them, you just want them to stop.
In a time of we are going to die, oh shit the JTAC is down, a NCO (Like the Squad Leader or Platoon Sergeant or PL) Can order this.
MEDEVAC
"Control, Visit 1-0, message, over."
"Visit 1-0, Control, go ahead, over."
"Control, Requesting MEDEVAC at grid 098 765, over"
"Visit 1-0, Copy, (CALLSIGN I.E Mule 1), inbound, ETA 4 mikes, pop red smoke to mark LZ, out."
There are some key bits of information you need to relay to your Squad Leader "here pop red smoke to mark LZ". We need to know how to mark the LZ or the Shuttle Pilot won't see us or have a clear landing zone. "ETA 4 mikes", your squad leader needs to know how long you got until they get here.
Fire Mission
"Bilegan 1-0 this is Visit 1-0, message, over."
"Visit 1-0 this is Bilegan 1-0, go ahead, over."
"Bilegan 1-0, requesting fire mission on grid 654 321, Seven Rounds (Amount), High Explosive (Type), how copy, over."
"Visit 1-0, solid copy, Seven Rounds, High Explosive, grid 654 321. Out."
This time, we are not in any massive rush, and we are in close proximity, so, you want to co-ordinate, communicate. make sure that the Batter Understand what you want and they won't drop it on your head.
So here's one I thought would be interesting, although I don't know if it is still currently in use today is the term "Broken Arrow", although I have no idea if it is still in use today and it would probably be called something different. This is what we call the pinnacle, pinnacle, pinnacle, pinnacle of Anders rolling a 10. The meaning of the code word is a friendly unit has been or is about to be overrun by enemy forces. By broadcasting this like so
"Visit 1-0, All Stations, Broken Arrow, out."
You create the biggest shitstorm on the flight deck of every Air Station, Ship and Landing Pad in the vicinity, everything, when I say everything I mean everything will scramble to your aid and provide some kick ass support. I think it is kinda cool and well, knowing Anders I think we need it. But uh, it might not be here in 2 days.
Posts: 58
Threads: 23
Joined: Apr 2023
Character(s): Crix Rennab
This one is about general voice procedure for Comms.
So, as said previously the realm of Communications is one massive line with a Command at the top, Battalion or Company, then reaching down to smaller units such as Platoons and Batteries, Squadrons etc.
So, a standard message where you just want to tell someone something would look like
"Anders 1-0, Visit 1-0, message, over."
let's break it down:
"Anders 1-0", this is the callsign of the person you want. IN this case the 1-0 would be the Platoon Leader, which is infact his Platoon Signaller (Plot twist)
"Visit 1-0" - That's you. Platoon Communicator, the chances are the PL has asked you to send a message.
"Message" that tells your buddy over in Anders Company, 1st Platoon that you want to send him a message.
"Over" That tells him you want him to respond.
Now the callsigns, 1-0, they are Platoon Callsigns. Should you wish to speak to a platoon you always use the 1-0 callsign, because you aren't speaking to a squad leader, you want the Platoon leader. You are not in the other platoon, so you don't need to speak to that platoons 1-1, also known as First Squad Leader. But always understand you will get the RADIO OPERATOR as the chances the LT carries a radio is slim to nil.
He will then reply:
"Visit 1-0, Anders 1-0, go ahead/say again, over."
So once more we have the Callsigns of the two Platoons Radio Operators.
"go ahead" he will say this should he read you perfectly and you can go ahead with your message now
"Say again" he will say this when he can't hear that well or he doesn't understand. Once more a Over, HE WANTS A REPLY
"Anders 1-0, this is a cool message, over/out."
So, you may notice we are down to once callsign. That is because saying all callsigns all the time is long, and takes time. So once we have passed the initial hail, we use the call sigh of the person we are TALKING TO
then you send your message, and then if you want a response, you say over, if you don't you say out. This goes back and fourth until someone says the out.
Alright so next we have the Radio Check:
"Control, Visit 1-0, radio check, over."
alright, so as you notice there is this calling, "Control". Control is the Communications Station for the Battalion/Regiment, the heart of Communications you could say.
So the purpose of the Radio check, in your mission briefing you will be given a set interval between when you need to check in with Control/HQ so they know your still alive basically. This might be as much as hourly or as little as every 24 hours.
"Visit 1-0, loud and clear/difficult, over."
ok so "loud and clear" states that control can read you fine, smooth transition, all is kewl, your alive and kicking, we love you guys.
"Difficult." means there is static, but hey, your still alive.
"Control, loud and clear/difficult, out."
This is in effect the same thing, just we are saying if we can hear them. And then that's it one harmless routine radio check done.
Next we have a unresponsive station:
"Anders 1-0, Visit 1-0, message, over."
-No response-
"Anders 1-0, Visit 1-0, do you read, over."
so, we have changed the first request now for a do you read? Are you with me bro, where are you, acknlowledge me, pls don't be dead in sense.
-No response-
"Anders 1-0, Visit 1-0, do you read, over."
Rule of 3, you always try to contact a station 3 times, no less, no more
-No response-
"Anders 1-0, Visit 1-0, no response, out."
You would then note the time, last known location of Anders 1-0 and report it to Control who will further assess the situation.
Lastly, long messages
"Anders 1-0, Visit 1-0, message, over."
"Visit 1-0, Anders 1-0, go ahead, over."
"Anders 1-0, this is a really really really really really really really really long messahe break;
"and i'm still going with my really long message, over/out."
in essence what you did by breaking is give him some time to process the first part of your message and you a second to take a breath before saying the second part. There is no rule on how many breaks there can be, but uh, keep it to maybe 1-2 sentences or more before a break.
THAT'S ALL FOLKS
Thou can now Signals/JTAC/EWS should you so wish. I also hope it helps clear up some things with those regular squaddies.
Massive thanks to [user]4379216[/user] for writing the original guide
Posts: 58
Threads: 23
Joined: Apr 2023
Character(s): Crix Rennab
Ey, Daniel. Update "Guard", "Listening Watch" and "Radio Silence" to the broadcast options instead.
The Guard, Listening Watch and Radio Silence was a bit more fitting to Brimlocks recon-infantry based RP while the listening methods are far more over-all based and realistic. :thumb:
Radio Wrote:Listening Methods
As we have to assume, the Radio utilize batteries as it's a portable electronic device. Therefor you need to recharge these batteries - But what happen if you can't? At the same time you have to remember that as soon as you send a message the opposition could start try and track you down or at least know roughly where you are. Therefor you should try and talk as little in the radio as possible!
Option 1: You keep your frequency open all the damn time and always ready to send and recieve a message. This take most strain on the batteries and is rarely used.
Option 2: You're availible to recieve and send a message for 5 minutes severy 15th minute. This could be done prior to some sort of attack or during uncertainty.
Option 3: Ready to send and recieve messages for 5 minutes every 30minutes. This could be used during active reconnaissance or while recieving displacement orders.
Option 4: Ready to send and recieve messages once every hour. Usually done when doing active intelligence gathering deep in enemy lines to keep command up to date.
Option 5: Set dates and times to when you should send.
Option 6: Complete Radio Silence. Shut up.
Code: [b]Listening Methods[/b]
As we have to assume, the Radio utilize batteries as it's a portable electronic device. Therefor you need to recharge these batteries - But what happen if you can't? At the same time you have to remember that as soon as you send a message the opposition could start try and track you down or at least know roughly where you are. Therefor you should try and talk as little in the radio as possible!
[b]Option 1:[/b] You keep your frequency open all the damn time and always ready to send and recieve a message. This take most strain on the batteries and is rarely used.
[b]Option 2:[/b] You're availible to recieve and send a message for 5 minutes severy 15th minute. This could be done prior to some sort of attack or during uncertainty.
[b]Option 3:[/b] Ready to send and recieve messages for 5 minutes every 30minutes. This could be used during active reconnaissance or while recieving displacement orders.
[b]Option 4:[/b] Ready to send and recieve messages once every hour. Usually done when doing active intelligence gathering deep in enemy lines to keep command up to date.
[b]Option 5:[/b] Set dates and times to when you should send.
[b]Option 6:[/b] Complete Radio Silence. Shut up.
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Ongoing Crisis
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War in the Northern Territories
The Balance of Power in the Northern Territories!
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"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."
((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))
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