"Com-F's
Counter-Terrorism Guide"
(6-21-2000)
By: "Com-F"
(Former [TiC]Clan
Member)
4/1/00
Hello, Id like to explain what Im
doing here. I am making a counter-terrorism
guide. This is not based solely on the game
Counter-Strike, but on all of the
antiterrorism games I have played (Rogue
Spear, Rainbow Six, Counter-Strike, SWAT 3,
and others). It will, however, include
several real life sections for your personal
knowledge.
This guide should be used to improve you game
playing skills, not your real skills, (but
many of the tactics I use are real!!) I will
try to do my best and explain everything, so
any help you may give is appreciated.
P.S. If I sound like a psychologist and I
sound very grown-up, it is because I am
trying to explain a complex subject = ; - )
TABLE of
CONTENTS:
Chapter 1 - Intro
Chapter
2 - The Gaming
Chapter
3 - The Teams
Chapter
4 - Basic and Advanced Strategy
Chapter
5 - Tactics and Formations
Chapter
6 - Weapons and Equipment
Chapter
7 - ROE (Rules of Engagement)
Chapter
8 - Teamwork
Chapter
9 - Real Life
Chapter
10 - Glossary/Terms
Chapter
11 - Version History
Chapter
12 - Thanks
Chapter
1 - Intro
What is
Counter-Terrorism?
Counter-terrorism
is exactly what it looks like. It is
the act of committing acts against
terrorism. For instance, when a
terrorist group takes over a building
and takes hostages, that is an act of
terrorism. A counter-terrorist team
will be deployed to the situation.
What is
Anti-Terrorism?
Many
people confuse both counter and anti
terrorism. It is the same thing. Anti-terrorism,
however, can also be a study (i.e. -
the study of anti-terrorism).
What is
Terrorism?
Terrorism
is the act of committing violent acts
where the penalties/demands are
extreme and there is a risk of the
destruction on public/private
property or the risk of killing
civilian life/hostage situations (my
definition). The dictionary
definition is .
Back
to Top
Chapter 2 - The Gaming
Counter-terrorism
has recently been way high in the game
industry. Starting with my all-time favorite,
Rainbow Six. Rainbow Six started the entire
counter-terrorism gamin age. It was the game.
It was amazingly realistic. It had the best
weapons and the best characters. The maps
were also extremely realistic. The one bad
thing was its multiplayer code. It wasnt
really improved in Rogue Spear, its
sequel, but it was addressed. Rainbow Six had
an add-on called Eagle Watch, but I dont
have it. Then came Rogue Spear. Everyone know
how this it the most realistic, accurate,
best game ever. It is the best game out there
on counter-terrorism, period. Nothing can
rank up to it. It also has an add-on, Urban
Operations, which I think is out now.
Then came SWAT 3. It is another great counter-terrorism
game. It accurately displays a SWAT element,
and it is very good at showing that.
The only counter-terrorism failure was Delta
Force 1 and 2. It is really bad and extremely
unrealistic. One shot kills, anywhere. Take a
silenced pistol to the leg, dead. A knife to
the hand, dead. It is horrible.
Also, there is a great mod out for Half-Life
that is called Counter-Strike. It is what I
play mostly when playing online games. It is
great, but lacks the extremities in realism
that Rogue Spear has. Still, it is fun to
play, and I play it more than Rogue Spear now!
Back to
Top
Chapter
3 - The Teams
Obviously
there are 2 teams, Counter-Terrorists (CTs)
and Terrorists (Ts). The CTs are
the ones that usually assault the Ts
and the Ts usually camp and kill the CTs.
It is self-explanatory.
Back to
Top
Chapter 4 - Basic Strategy
Heres
some helpful hints that are pretty much basic
but you should know them because they help a
lot.
**Stay alive**
I know
this sounds like a poor excuse for a
strategy, but hell, you must
do anything it takes to stay alive. This
is not like Quake, get a grenade explode
in your face, eat a rocket, shot gunned
in the back, and still walk like nothing
happened. This is real. 1-3 hits without
Kevlar/body armor, and you can kiss you
ass goodbye. You have to maintain a
visible radius in front of you and be
aware of everything that is coming
towards you. If someone shoots at you,
then definitely return fire. He has just
as much of a chance as getting killed as
you, unless he has a better position,
more body armor, or a better gun (all
explained later). Staying alive and aware
of your situation is the key of counter-terrorism.
You have to have cat-like reflexes. If
you dont shoot them in time, they
will shoot you.
**Know your
gun**
This is a
good tactic. Become familiar with your
gun. The weaker the gun is, the better
you have to be with it. You have to be a
good shot in the game with the weaker
guns, because they do not have the power
that other guns have. Always know how to
use the more powerful guns as well, since
they have more recoil.
NOTE***** ALL GUNS HAVE A WEAKNESS!!!!
**Never go
alone**
This is a
major issue. Counter-terrorism is a team
thing. You must go with someone, in fact,
you have better chances of survival. You
are much better surviving with another
teammate than alone. Trust me on this.
**Know the
area**
If you
know all of the great sniper spots or
ambush points, then avoid them. It really
helps to know the secret passages as well.
Share the info with your teammates.
**Teamwork is
essential**
Work
together as a team to complete a mission.
When the entire team splits up, no one
can accomplish anything alone. You have a
less chance of winning when working alone.
Always communicate with your team.
**Always know
what you are doing**
Believe
me, you are better off camping in some
familiar area then running off into some
unknown area alone and getting yourself
killed. Dont just run off. Always
think first.
**Stealth is
the key**
The entire
idea of counter-terrorism is stealth. How
do you think that the real CT teams get
into a hostage situation undetected? They
are stealth. They are not heard. That is
the key to surviving, If you arent
heard, then you can sneak right up on a T
(or CT) and easily kill him.
Now I will
explain some of the tactics.
Assault-
This
is the basic. It is what most people
are doing. It is when you just go in
and try to kill as many of the enemy
as possible. You have a submachine
gun, rifle, shotgun, or machine gun.
Maybe even a couple of grenades. Of
course, wear body armor.
Sniping-
This
is also self-explanatory. A sniper
sits in the back with a sniper rifle,
and is used as support.
He can pick off a target from
extremely long distances at times.
There are usually one or two snipers
per CT element/team. They are a great
help and can spell the difference
between a round.
Recon-
This
tactic is when you run in and try to
gather as much information as
possible about the enemy. You try to
see how many guys they have, try to
see maybe what weapons, and find out
where the hostages are. A recon guy
wont be heavily armored. He wont
be toting a machine gun. Perhaps a
rifle, but more likely a low-powered
submachine gun.
Breaching-
A
tactic more used in R6 and RS since
in Counter-Strike there is none, this
operative/tactic requires the use of
a shotgun. The shotgun ammo is most
likely a slug instead of a buckshot
or rubber baton. It is used for
forcibly entering a locked door,
however, there are no locked doors in
CS. They also carry some type of
explosive grenade, such as an HE
grenade, or a fragmentation (frag)
grenade.
A strategy
for all types of units is stealth. You
must be stealth. If you are traveling
underground, it is even better. You wont
be heard sneaking into the enemys
side, therefore, you retain the element
of surprise. That is the key to Counter-terrorism,
the element of surprise. When a CT team
enters a building in real life, the
retain secrecy and stealth. They arent
heard, so they have a greater chance of
survival. Stealth is the key for a
Counter-terrorism team. If that is
compromised, there is a lesser chance of
survival for the team. In the real world,
unlike all of these games, you only get
one chance. If you blow it, you are dead.
Take into account, that the higher power
weapon that you are using, the harder the
substance it can go through. Bullets dont
stop once they hit something. Have you
ever shot someone through a door? Well,
that is because the bullet/gun was really
high powered (explained in detail later).
Many rifles can shoot through people and
doors/boxes/walls/etc
It depends on
the bullet and the power of the gun.
Back
to Top
Chapter
5 - Advanced Strategy
Heres
where the real fun begins
Advanced strategy is everything that takes a
brain to figure out. You have to be smart and
you have to understand that you are not the
only one playing the game. This is a team
game, you have to realize that you are not
going to be ruling your team all of the time,
and for this to work right, you must follow
directions. Just because you are not leading
the element, doesnt mean youre
not important. Everyone is important.
Assaulting
Formations
This is
the best part, because no one ever
follows it. You have to follow the
formation to use one. In fact, it is
quite effective WHEN USED PROPERLY. Read:
L = leader
X = operative (team member)
Straight Line
Formation
L
X
X
X
X
Add as many Xs as needed.
Basically, the leader is in front, and
all the other units follow. It is
effective for covering large areas
quickly. The quicker the better. This
tactic has the greatest side coverage,
for instance, any enemy on the side has a
less chance of success in killing your
team since many operatives will see him
and open fire.
Squad
Formation (upside down V)
L
X X
This is for the smaller teams. This
formation has the greatest frontal view.
Therefore, any enemy attacking from the
front has his chances severely limited.
It is not that fastest, but very
effective. Add more operatives in an
upside down v formation.
SWAT Element
Formation
( no
picture )
Chain of Command in SWAT Element
L
X X
X X
(red) (blue)
This is a SWAT formation. There is no
real way of showing it, because SWAT
elements tend to spread out around the
room in a clearing fashion. They just
spread out, covering the room, and
searching to see if there are any tangos
(terrorists) hidden. The ranks go as
follows: The Leader, The Red Team, The
Blue Team. The leader can tell the entire
element to do something, or tell on of
the teams to do something. This is not
their actual positions, just a diagram of
the Chain of Command.
Searching/Covering/Clearing
Formation
( no
picture)
This formation is basically where
everyone spreads out in the room. There
is no leader. Everyone basically follows
each other and progresses through the map.
Rainbow Six /
Rogue Spear Formation
[ I know this is probably not real (not a
proven fact), but hell, it is good. ]
Blue Team
Red Team Green Team Gold Team
L (all
teams) L
X X
X X
X X
This is one of the best formations I
have ever seen. There are 4 teams.
There are a total of 8 operatives; 1
leader, that is the main leader for
his/her team and all teams; each team
has its own leader; and
operatives. This can only be done
with up to 8 operatives, and they can
be assigned to different teams. The
Chain of Command goes like this; Blue
Team Leader, Blue Team Operatives,
Red Team Leader, Red Team Operatives,
Green Team Leader, Green Team
Operatives, Gold Team Leader, Gold
Team Operatives. This is one hell of
a formation, but takes extreme
leadership abilities. You have to be
able to manage up to 4 teams at once.
This is an extreme task, and requires
EXPERIENCE. This is, in my opinion,
the best formation, because you can
assault many different points at once.
Door
Breaching Formations
These
tactics are very helpful in breaching
into a room and then clearing it quickly.
L = leader
X = operative
Door Door Door Door
L X X L L L X
X X X X X X X
X X X X
1. 2. 3. 4.
Formation
1.
This
is my personal favorite door
formation. It is the most effective,
in my opinion. It is a basic SWAT
entry. The leader opens the door by
either opening it, breaching it with
door charge, shotgun, or fragging (fragmentation
grenade), or by picking the lock. It
is definitely a great breaching
formation. Keep in mind, the larger
the area in front of the door, the
more space your team has to position
themselves around the door.
Formation
2.
This
is the same as the first one, except
it is exactly opposite positions. It
is mirrored.
Formation
3.
This
is also from R6 and RS, however, it
is also widely used in real teams.
The team stacks up, and then rushes
in, in a straight line formation.
Formation
4.
This
formation has the team lining up in
equal amounts of operatives on each
side, then the odd number left in the
middle toward the back. This is
better for wide doors, since there is
not enough space to fit 2 at a time
through
Back
to Top
Chapter 6 - Weapons and
Equipment
This is the
best section of the guide. This is one of my
two specialties. Read on.
Equipment:
Kevlar/Body
Armor (BA)
Body armor
is required. You are defenseless and
vulnerable without it. Body armor comes
in 3 flavors, Level IIA (light),
Level II (medium), and Level III (heavy).
These are the main levels made by Kevlar
and Nomex. However, many people do not
realize, but there are other bulletproof
equipment providers, that make the
bulletproof gloves, arm guards, leg
guards, helmets, face shields, and the
most common, vests. The body armor does
stop the bullet from entering the body,
but does not stop the impact. The
shockwave of the bullet is still felt,
which many games other than R6 and RS do
not incorporate. The bullet is physically
prevented from entering the body, but it
can still break bones, bruise organs, and
do other harm. In RS and R6, you react to
the bullet (i.e. you cant shoot
while being shot, you feel the shot and
are dazed.) Youre stamina lowers
once hit. Bulletproof armor is a
necessity.
Night Vision
Goggles (NVG)
These are most helpful when used at night.
They illuminate the area up so that
enemies are easily seen, and that there
is no terrain hidden to your view. It is
really helpful, and the most realistic
ones Ive seen are in RS and R6,
once again.
Grenades
I will put
these in the weapons area.
Defusing/Demolitions
Kit
This piece
of equipment allows you to defuse bombs
and explosives at an increased rate.
Electronics
Kit
This lets
you defuse/bug/use/destroy high tech
electronic equipment. It is used in RS
and R6.
Lockpick Kit
This is
obviously used to pick locks at an
increased rate. It is also used in RS and
R6.
Heartbeat
Sensor
This is
probably the most useful equipment ever.
It is a real radar showing
positions of enemies according to their
heartbeat. It goes right through concrete
walls and the sort. This was introduced
in R6 and is also in RS.
Binoculars
Self-explanatory.
They zoom in to gain reconnaissance on
enemy positions and stuff.
Breaching
Charge
This is a
small explosive device attached to a door
that allows the
Extra Mags/Ammo
These are
extra magazines/clips/ammo for your gun.
Silencer
This is an
extremely helpful device. This nearly
silences the gun and eliminates almost
all of the muzzle flash. It is extremely
helpful in real life as well as games.
Trigger Groups
This is
the trigger alter mechanism that controls
the amount of ammo fired per pull on the
trigger.
Semi-Automatic- one pull, one shot. You
pull the trigger, and one bullet comes
out. You can shoot as fast as you can
pull the trigger. Most rifles in the
military during WWII were this trigger,
and most sniper rifles of today are.
3-Round Burst- This trigger is used in
rifles, but more popularly, submachine
guns. Every time you pull the trigger, 3
bullets come out. This is the most
popular trigger group in international
anti-terrorism teams.
Fully Automatic- This is the most used
trigger in games. Just point and shoot.
The longer you pull down the trigger, the
more bullets come out. The only game I
have seen with trigger groups is, once
again, R6 and RS.
Safety- This is where you pull the
trigger and nothing comes out. Helpful
for a holstered weapon and a civilian
weapon.
Ammo
Here is
where some people are confused. Only SWAT
3 and RS support multiple ammo types.
Pistol,
Submachine Gun, Rifle, Machine Gun
Full Metal Jacket (FMJ) - This is the
normal type of ammo. The entire
bullet is metal, no hollow areas. It
has maximum velocity, penetration
through surfaces (walls, doors,
floors, windows, etc.) and minimum
speed loss. It is the most commonly
used ammo.
Jacketed Hollow Point (JHP) - This is
another bullet. This bullet has a
hollow point, then the middle and
rear of the bullet are metal. This
type of bullet, which is not in any
games other than RS and SWAT 3, and
even in those games, is not the
default, is designed for different
purposes than the FMJ. It is designed
for minimum penetration through
surfaces (walls, doors, floors,
windows, etc.), minimum velocity, and
normal speed loss. However, it
penetrates body armor. It will go
right through a bulletproof vest,
thus far making Kevlar useless. It is
commonly referred to as a cop
killer, and is illegal for
civilian use. It used in only
military and government agencies (Seals,
Marines).
Shotguns
Buckshot - This is also the default
ammo type for a shotgun other than RS
and SWAT 3. It is dependant on the
gauge of the shotgun (8-gauge, 12-gauge)
and it fires that many small pellets.
Rubber
Baton - This is the coolest type of
ammo. Remember the last scene of
Terminator 2? When Sarah OConnor
shot the T-1000 with the shotgun, and
it made a huge hole? That was a
rubber baton. It is a huge pellet
that could blow a limb off. This is
very effective, but I do not
recommend using it, because a normal
shotgun user will have trouble. Only
experts should use this type of ammo.
Slug -
This is only used to breach open
doors. It does not have the power of
another type of shotgun ammo, and is
only used for breaching doors.
Types
of Weapons/Guns
Time to explain the types of guns.
Pistols
This
is a handgun. There are a lot of
pistols out there. It is a very weak
gun, used only as a last resort.
There are more powerful types, such
as the HK .45 Mark23, or the most
powerful pistol in the world, the
Desert Eagle (.50AE Desert Eagle).
The clips are small, ranging from 7
to 20 bullets a magazine.
Sub-Machine
Guns
Surprisingly
enough to most people, the default
ammo submachine guns uses is a 9mm
bullet (HKMP5 (all kinds)), the most
common ammo in a pistol. That means,
a submachine gun is no more powerful
than a pistol, right? Wrong. A
submachine gun can have an add-on
component that allows 10mm (HK MP5/10A2)
and .40 (HKMP5/40) bullets to be
loaded. Submachine guns are the most
commonly used weapons on a counter-terrorist
team.
Rifles
Rifles
are very strong guns. Their bullets
can be huge and extremely powerful.
Rifles are very loud, but some (M4A1)
have silencers. This is extremely
rare, since they are made for power,
and a silencer may dampen that power.
Rifles are very loud and have massive
recoil, however. They are favored
among Seal and Marines. Sniper rifles
fall under this category as well.
Machine
Guns
These
are the things, baby. They are huge
and pack a punch. There are machine
guns that have small bullets, and
ones that have large bullets. This is
mainly used as a support weapon.
Guns:
In this
section, I will explain every gun that I
know in detail. I will only explain guns
that are used today.
Pistols:
HK USP
.45 Tactical
This
pistol is favored among anti-terrorism
groups because of its silencing
capabilities and its power.
HK USP
.40 Tactical
This
pistol is favored among anti-terrorism
groups because of its silencing
capabilities and its power.
HK .45
Mark 23
This
is one of my favorite pistols. It
has a powerful .45 bullet, but,
when used in conjunction with a
silencer, it is a deadly weapon.
HK .40
Mark 23
This
is one of my favorite pistols. It
has a powerful .40 bullet, but,
when used in conjunction with a
silencer, it is a deadly weapon.
Glock
.17, .18, .9, .20, etc
Glocks
are terrorist made handguns. The
Glock .9 is a porcelain gun. It
is extremely expensive. They also
fire a small caliber bullet.
SIG P228
Another
pistol, yet this one is less
popular, since it is a made by a
small 3rd party company.
Desert
Eagle .50 AE
The
most powerful pistol in the world.
Fires a powerful .50 bullet, but
has no silencing option. It is
favored among many military
forces, and is used around the
world by many international
counter-terrorism groups.
Desert
Eagle .37 AE
Right
below the .50. Also one of the
most powerful pistols in the
world.
Berretta
9F2S
A
moderate damaging pistol (9mm),
but when silenced, it is
extremely silent, with only about
20db noise and almost no muzzle
flash.
Colt .45
Used
mainly in WWII, this powerful
pistol was issued to COs
and NCOs. It is still in use
today.
Sub-Machine
Guns:
HK MP5
The
generic weapon of the MP5 series,
it is the most used counter-terrorist
weapon as well as the most
preferred. It uses a 9mm bullet,
but it is still powerful. It can
be fitted with a safety, semi-automatic,
3-round burst, or fully automatic
trigger. It is an extremely good
weapon.
HK MP5A1-HKMP5A2-HKMP5A3-HKMP5A4
The
enhanced version of the generic
MP5. It has enhancements, such as
scopes, multiple trigger groups,
and others.
HKMP5N
Heckler
& Kochs MP5 for Navy
Seals. It is a smaller version of
the gun, outfitted with a normal
3-round and fully automatic
trigger group, while dealing the
same amount of damage.
HKMP5SD5
The
silenced version of the MP5. It
is nearly silent, without that
much loss of power.
HKMP5K
This
is the cool ass gun from The
Matrix that Neo used in the
building. It is very small, so it
can be carefully concealed. It is
extremely light, and it does not
suffer from too much of a power
loss.
HKMP5KPDW
The
PDW stands for Personal Defense
Weapon. It is basically used for
defense, such as a guard.
HKMP5/10A2
and HKMP5/.40A2
The
most powerful weapon in the MP5
series. The MP5/10A2 uses 10mm
bullets instead of the normal 9mm.
The .40A2 uses .40 S&W
cartridges or .45 ACP cartridge.
It is an extremely powerful
submachine gun, one of the most
powerful of its kind.
UMP .45
The
UMP is another series of
submachine guns, not that unlike
the MP5, but a little more
stronger. It uses a .45 bullet,
but is not a preferred weapon. It
suffers from loud noise.
UMP.45SD
The
silenced version of the UMP. Its
effects of the silencer are
normal, less speed, less power,
more speed loss, and eliminates
most or all of sound and muzzle
flash.
UMP.40
The
.40 bullet version of the UMP.
UMP.40SD
The
silenced version.
FN P90
The
sister of the FN M249 Para
machine gun, this small, loud
submachine gun packs quite a
punch. It is a bit stronger than
the more commonly know MP5, but
only uses a .45 bullet.
Steyr
Machine Pistol
A
very weak, but fast submachine
gun. It has a higher ROF (rate of
fire) than most submachine guns,
but suffers from weakness. It has
an integral silencer, meaning it
cannot be unscrewed and removed.
Ingram
Mac-10
A
terrorist-made submachine gun,
not unlike the UZI. It is small
and weak, but fires fast.
Uzi
Ah,
the UZI. It is one of the
strongest submachine guns out
there, plus it is illegal in most
of the U.S. An extremely rapid-fire
gun, it carries 32 bullets in one
round. It is a very commonly used
terrorist weapon.
I
IMI
Uzi
Im
not exactly sure what the
difference between the UZI and
the IMI Uzi. Ill have to
look into this gun.
Mini-Uzi
Self-explanatory.
It is a small (mini) Uzi. It is
obviously smaller, but packs the
same amount of damage.
Rifles:
M16
My
all-time favorite weapon. This
powerful rifle has the normal
trigger groups. It is the most
popular rifle used. It is
stronger but older than the M4.
However, it is better, in my
opinion. Like nearly all guns, it
has the A1, A2, etc
versions. It uses rifle caliber
bullets. It can be outfitted with
scopes, different ammo types,
explosive tip, armor piercing,
etc.
Colt M4A1
The
newer version of the M16, this
powerful rifle has the ability to
equip a silencer. When silenced,
this is a low noise, deadly
weapon. It still suffers from
recoil. However, it has a scope
attached to make up for it. It
also uses caliber bullets.
AK-47
Russian-made
weapon, commonly used in the
Russian army, it is also used a
lot as a terrorist weapon.
Suffering from loud noise and
recoil, this powerful weapon can
stand up to the sub-machine guns
with a greater chance of success.
AK-74
Almost
the same thing as the 47, this
rifle is a bit smaller and uses a
less powerful bullet.
(To be continued, soon
)
Back to Top
Chapter 7 - Rules of Engagement
(ROE)
Ah, yes. The
ROE. This simply defines whatever you are
doing, whenever in the mission, at any given
moment. The ROE defines how the team will
execute a plan by 5 chief factors: the team
formation, how the team treats targets, the
movement speed, the acceptable combat risk,
and the certainty with which the team
identifies hostages and terrorists before
firing. This may sound confusing, but keep
reading, its not as hard as it seems.
Speed
This is
obviously how fast you are moving. There are
three main speeds, blitz, standard, and
safety.
Blitz is obviously blitzing, or running. You
are running in this mode, ignoring the fact
that you are making a loud noise.
In standard, you are walking, not trying to
be noticed, but not taking the time and
attention to prevent yourself from being
heard.
In safety, however, you are cautiously
advancing. You are trying at all costs not to
break cover and be heard or seen. Theres
more to it though.
The speed setting also determines the level
of risk that your team members consider
acceptable.
At the safety speed, each operative will take
careful, deliberate aim and make absolute
certainty that their target is a terrorist
before shooting. This allows the terrorist to
get a shot off first, however.
At the standard speed, which is a default
speed, there is a greater balance between
team security and hostage safety.
On the blitz speed, the likelihood of
inadvertently shooting a hostage and friendly
fire are greatly increased.
Mode
This is what
action your team is executing.
When clearing, the primary objective of your
team is to clear out the area of all
terrorists. They stop in the area to make
sure that the entire terrorist threat has
been eliminated before continuing on.
When engaging, the primary objective of your
team is to move through the area while
engaging targets of opportunity.
When advancing, the primary objective of the
team is to move through the area without
engaging the enemy.
When escorting, the team escorts hostages as
the move.
Detailed
Clearing is
most used when a team is entering an area
through a door, and the team spreads out to
all corners of the room to eliminate all
hostiles. This is also used outside, as the
team roams a small, but open, area. The team
is more concerned with the terrorists than
hostages, and will tell the hostages to stay
put until further notice.
Engaging is the default ROE mode. The team is
in a staggered snake formation. They engage
targets within their LOS but will not pursue
enemies or get caught up in prolonged
firefights. This offers the best balance
between offense and defense.
A team that is ordered to Advance will do it
almost to the exclusion of all other activity.
They only kill Ts that are in their
path, and wont even return fire. The
team proceeds in a straight line. This is
most used on large, wide, open spaces, which
neither team can defend.
Escort is when your team is escorting a
hostage. The hostages safety is your
priority. Try to get to the escape point as
quickly as possible. The hostages do not have
the benefit of body armor. Only engage
targets that have fired upon you.
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Chapter
8 - Teamwork
Counter-terrorism
is solely based on teamwork. It is all about
backing your partner up, and cover each other.
You have to be constantly on the watch,
making sure your team members do not screw
up, because it can cost you your life. The
team should have an equal balance of power/weapons.
Dont have all shotguns, have maybe 1
shotgun, 1 rifle, and 2 sub-machineguns.
There isnt really much to explain.
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Chapter
9 - Real Life
Counter-terrorism
does exist in real life. That is where this
all came from. Unfortunately, there is
terrorism as well. Many terrorist groups
originate from Russia and the Middle East.
There are teams still battling international
terrorism.
SWAT- Originates in L.A., deals with all
affairs there.
Navy Seals Team 6- An international
counter-terrorism team.
German GSG9- Another international anti-terrorism
team.
French GIGN- International CT team.
MOSAD- Most well known counter-terrorism
organization in the world, it is Israels
team.
U.S. Delta Force - U.S. Armys CT
division.
More to come at a later version.
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Chapter 10 - Glossary/Terms
1 SFOD -
One Special Forces Operational Detachment
Delta. Official name of Delta Force.
ACP - Administrative Command Post. Handles
logistics, press, and non-tactical functions
during an operation.
AFSOC - U.S. Air Force Special Operations
Command
AO - Area of Operations
AOR - Area of Responsibility. Each team
members AO, the area that the are covering.
Bingo- Bomb has been located.
Breach- Forcibly entering a room through the
use of a shotgun, explosive, or other means.
CA- Compromised Authority. The opposing
terrorists know the plan/location of your
team.
CIA- Central Intelligence Agency
Clear- A status report indicating that a room
has no more hostiles. Reporting in that the
room is clear. Clear and Covering is used
when there is a hostage in the room.
CQB- Close Quarters Battle. Engagements at an
extremely short range, usually in urban areas.
CT- Counter-terrorism, Counter-terrorist
DAT/P- Deliberate Assault Team/Plan. A plan
that exercises and extremely cautious and
stealthy approach, trying to retain maximum
surprise and damage. The opposite is EAT/P.
EP- Entry point. Most of the time it is
followed by a number to designate were the
entrance is.
EXP- Exit point. Also followed by a number.
FAP- Final Assault Point. The actual position
each fire team takes place before executing
the mission.
HE- High Explosive
HRT- Hostage Rescue Team (FBI)
HRU- Hostage Rescue Unit
LCC- Last Cover and Concealment. Last
position team was before fired upon.
MOE- Method of Entry
Murphy- Means that something has gone
seriously wrong, such as a frag grenade
dropped in proximity to hostages, all of a
team wiped out, etc.
NSA- National Security Agency
NSW- Naval Special Warfare
NSWG- Naval Special Warfare Groups
NVG- Night Vision Goggles
OP- Observation Post. In real HRT, snipers
would be positioned at these until the crisis
is resolved. They give recon and snipe at
potential targets when given permission to
fire.
OP SEC- Operational Security. Maintaining
tight control over the plan until it is
executed.
Precious Cargo- Codeword for a VIP Hostage/Target.
ROE - Rules of Engagement. The guidelines
with which your team follows when executing a
plan.
SAS- Special Air Service. Great Britains
elite counter-terrorist unit.
SEAL- SEa Air Land. Operating environment and
name of U.S.s maritime commandos. Seal
Team 6 is the primary CT unit of the Seals.
Snake- Tactical formation of officers in a
tight column formation, but not in a straight
line.
Suppressed- A weapon with a silencer attached.
The weapons usually have an SD following
their name, such as the MP5SD.
Tango- Terrorist
TCP- Tactical Command Post. Where HRTs
assimilate intelligence and mission planning
functions.
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Chapter 11 - Version History
Version 1 - 6/18/00
- First version. Dang
I have a lot to edit.
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Chapter 12 - Thanks
Hmm, no idea
who to thank.
I would like to thank my clan, [TiC] for
getting me into Counter-Strike.
I would like to thank the entire Counter-Strike
team for making such a great mod for Half-Life.
I would like to thank Valve Software for
making Half-Life.
I would like to thank Red Storm Entertainment
for making both Rainbow Six and Rogue Spear.
I would like to thank Tom Clancy for writing
the best book, Rainbow Six.
I would like to thank myself for finishing
this.
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This page was
originally created 6-23-2000 . Last updated 03/23/02.
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