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ShiftKnife

Combat Engineer Rules & Regulations

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CED Operations: Every MI is a rifleman, and by extent every engineer is a rifleman. They are war fighting men and women, trained, and at the very least having been blooded by a single combat drop. When it comes to their duties, they are a rifleman up until the point where their knowledge and training as an engineer comes into play. Meaning: rifleman first, engineer second - excepting when they are ordered to complete an engineering task pertinent to the completion of the mission, or when a dire emergency involving an engineering task has come up, or it is otherwise within an acceptable realm of purpose or reason in a situation for them to perform the engineering duties required of them. However, as an engineer and a NCO/Officer; when you become a leader your duties will always be focused on that, first and foremost. As an engineering non-commissioned officer, or commissioned officer, you will always put your leadership duties first. As an engineer leader, you will divert engineering responsibilities to an subordinate unless completely necessary to perform that task yourself.

 

For the purposes of chain of command involving Engineering matters: The highest ranking Specialist will be the deciding figurehead in matters given to engineering or otherwise strictly engineering tasks, on the field and on the ship. A Master Specialist with no NCO rank, would be able to give the final word over a Specialist with an NCO rank of Corporal in the field of engineering matters. This can only be overwritten by a Senior NCO (SSgt+), an engineering Lieutenant or Tech Sergeant, or the drop leader of any given mission. For non-engineering matters the highest ranking NCO has authority as per usual chain of command rule.

 

CED RULES AND STANDING ORDERS:                                           

1: Do not travel without backup; stick with the squad.                                                
2: Do not disobey or argue with orders given to you by superiors on the field. If you have issues, wait until after.                                                
3: Do not cross the lane of fire. If you have to, shout "Crossing lane!"                                                
4: In groups; move with enough space between each man so that casualties would be minimized if hit with explosives or rifle fire.                                                
5: Before reaching your destination, send one or two men forward to scout the area and avoid traps.                                                
6: In groups; always maintain a point and rear guard. Furthermore, heads should be on a swivel to ensure perimeter security.                                                
7: When attacked or ambushed, go to ground and return fire. If retreat is necessary, pull back in pairs of two, taking time to cover other pairs as you move back into better cover.  

8: When retreating, the men closest to the attacking enemy must fire and retreat passed the men behind them, so that the enemy is always advancing into constant fire.

9: If attacked in the rear, the ranks reverse order; the rear becomes the front. If attacked from the flank, the opposite flank is then the rear.                                                

10: When chasing an enemy, prevent them from luring you into higher ground by keeping your flanks strong, keep an ample spread.                                                
11: If a rally point is used after retreat, place it on high ground so that the enemy advance is slowed.                                                
12: When preparing an ambush, wait until all of your rifles have come to bear before you fire. Then, unleash a devastating volley - onto a single terminator if necessary, to remove it from the fight.

13: Coordinate with your team mates to target fire on a single arachnid warrior; you will eliminate the enemy faster and more efficiently.                                                
14: Upon discovering an enemy force, do not attack. Send scouts to assess their numbers and capabilities before initiating the fight, and use rules 12 and 13 to inflict maximum damage.

15: When posting sentries, place them in positions that do not reveal the camp's location, or the sentry's location.                                                
16: The entire fighting force should be prepared for conflict at dusk; this is the usual time of arachnid attack.                                                
17: Before leaving a camp, send out a small patrol to see if there are any scouts or ambushers waiting.                                                
18: When stopping at any location, place sentries around the area and make sure your path of entry is being covered.                                                
19: Avoid crossing streets, and open terrain. These are often watched by the enemy.                                                
20: Avoid moving along large barriers, rivers, cliffs. The enemy could trap you against the edge.                                                
21: If the enemy is following your path, circle around and ambush them along the same path.                                                 
22: When returning from any mission, try to use a different path than what you took before, to avoid being ambushed.                                                
23: When following an enemy force, do not follow their path directly. Flank them and cut them off, anticipate where they are heading.                                                
24: When moving in a vehicle convoy, keep visual contact with the vehicle ahead of you, but keep a safe distance of twenty meters or more.                                                
25: At least one man in any vehicle should be keeping a close eye on the area around the vehicle, while the driver focuses on the road.                                                
26: When attempting to set up an ambush along a street, leave a force on both sides with one positioned further down the road and let the enemy pass the first group. Fire once they are surrounded.                                                                               

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All engineers must have the techs they are trained and certified at the START of their description.

[SAP] for sapper

[MUN] for munitions

[SYS] for Systems

[MEC] for MEC

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Weapons Allowed for Engineers

 

Due to the increased weight an engineer must carry, engineers may only use the weapons included on this list.  Some infantry weapon specializations come with main gun and a carbine.  Due to weight, an engineer will not be able to carry an extra carbine with their special weapon.  Some weapons on the list are restricted by

 

Mk1 Carbine

Mk1 Rifle w/ grenade launcher (Munitions)

Mk3 Rifle (Munitions)

All pistols

CD-25 Ventilator

M55 (Munitions)

Grenades

Various munitions (Munitions)

 

To stop any questions on "Why can I not have this gun?" the rest will be explained.

Flamethrower - Inflexible, dangerous, not fitting with engineer doctrine

Sawn-off Shotgun - No

Basic Pump Action Shotgun - There are better options available

Belcher - No longer in service

WA 21 DMR - Doesn't fit with engineering equipment, leave sniping to the snipers

Long Rifle - See above, even less flexible

Morita X - See above

3GL - Not flexible, Mk3 rifle is better and more flexible

Troglodyte 6GL - Heavy and inflexible

Mk3 SAW - Heavy, long, not fitting with engineering doctrine

MMG - Very heavy, not flexible, we have twin fifties for that role

 

 

New weapons will be added to the list as they come out.

If you use these specialist weapons that are not allowed or pair up multiple weapons at once I will feel bad for your spine.

Any issues talk to Cortez

-Cortez

 

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