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Since 5 June, 1999.

Tips & Tutorials/ Counter-Terrorism Guide:



"Com-F's Counter-Terrorism Guide"

(6-21-2000)
By: "Com-F"
(Former [TiC]Clan Member)

4/1/00
Hello, I’d like to explain what I’m 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 .

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 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 it’s multiplayer code. It wasn’t really improved in Rogue Spear, it’s sequel, but it was addressed. Rainbow Six had an add-on called Eagle Watch, but I don’t 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!

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Chapter 3 - The Teams

Obviously there are 2 teams, Counter-Terrorists (CT’s) and Terrorists (T’s). The CT’s are the ones that usually assault the T’s and the T’s usually camp and kill the CT’s. It is self-explanatory.

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 Chapter 4 - Basic Strategy

Here’s 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 don’t 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. Don’t 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 aren’t 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 won’t be heavily armored. He won’t 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 won’t be heard sneaking into the enemy’s 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 aren’t 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 don’t 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.

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Chapter 5 - Advanced Strategy

Here’s 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, doesn’t mean you’re 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 X’s 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 it’s 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

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 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 can’t shoot while being shot, you feel the shot and are dazed.) You’re 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 I’ve 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 O’Connor 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 it’s power.

HK USP .40 Tactical

This pistol is favored among anti-terrorism groups because of its silencing capabilities and it’s 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 CO’s 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 & Koch’s 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

I’m not exactly sure what the difference between the UZI and the IMI Uzi. I’ll 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…)

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 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, it’s 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. There’s 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 T’s that are in their path, and won’t 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 hostage’s 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. Don’t have all shotguns, have maybe 1 shotgun, 1 rifle, and 2 sub-machineguns. There isn’t 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 Israel’s team.
U.S. Delta Force - U.S. Army’s 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 Britain’s 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 Seal’s.

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 HRT’s 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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