Difference between revisions of "SPN SOP"

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Document<br/>
 
Document<br/>
See also: [[R3M]]
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See also: [[Republic Marshals]]; [[R3M]]; [[Swift]]
  
  
Rogue Raptor Risk Management (R3M) is a paramilitary organization. These are R3M Standard Operating Procedures (SOP) for Sweep, Protect, and Neutralize (SPN).
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This Standard Operating Procedure (SOP) was created by Rogue Raptor Risk Management ([[R3M]]) and then adapted by the [[Republic Marshals]].
  
 
== SPN Team Composition ==
 
== SPN Team Composition ==
  
A R3M SPN team is divided into 2 squads: Alpha and Beta.
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A SPN team has one commander, who may or may not serve as Alpha or Beta on an op.
* Alpha focuses on the Grid, and typically stays on the Grid
 
* Beta focuses on the Swift, and typically stays in the Swift (see "Reminders About the Swift" below)
 
  
Alpha Squad must include:
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On an op, a SPN team is led by:
* '''Alpha Leader''': lead the squad; also the Commander of the whole team
 
* '''Alpha Scout''': guide the squad from the front, check for traps or other threats (Grid), bypass locks or security (Grid)
 
* '''Alpha Tactical''': assess tactical matters and stay on overwatch
 
  
Beta squad must include:
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* '''Alpha''': make decisions; solve disagreements and build consensus; give people tasks.
* '''Beta Leader''': lead the squad
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* '''Beta''': back up the Alpha; manage the [[Tilt]]; help the team work optimally; help everyone earn and spend bennies.
* '''Beta Scout''': guide the squad from the front, check for traps or other threats (Swift), bypass locks or security (Swift)
 
* '''Beta Tactical''': assess tactical matters and stay on overwatch
 
  
The team should also include these specialists (in either squad):
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A SPN team often divides into 2 squads: Grid and Swift.
* '''Arcane''': assess arcane matters; solve arcane problems
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* '''Divine''': assess divine matters; solve divine problems
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* '''Grid Squad''': focuses on the Grid; typically stays on the Grid.
* '''Fauna/Xeno''': assess fauna & xenomorph matters; solve fauna & xenomorph problems
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* '''Swift Squad''': focuses on the Swift; typically stays in the Swift. (See "Reminders About the Swift" below.)
* '''Face''': take the lead when the team interacts with other beings and organizations
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* '''Flora/Enviro''': assess flora & environmental matters; solve flora & environmental problems
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Each squad has:
* '''Rigger''': pilot vehicles and drones
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* '''Sci/Tech''': assess sci/tech matters; solve sci/tech problems
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* '''Scout''': guide the squad from the front; check for traps or other threats; bypass locks or security.
* '''Security''': assess security systems; bypass or commandeer security systems
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* '''Tactical''': guard the team by staying on overwatch; identify and monitor possible threats; process the threat picture and ensure that the team adjusts appropriately.
* '''Surveillance''': deploy and/or commandeer surveillance systems; build a tactical web of monitoring devices
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 +
The team usually include these specialists (in either squad), who routinely assess relevant matters and solve relevant problems:
 +
 
 +
* '''Arcane'''
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* '''Divine'''
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* '''Primal'''
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* '''Nature''' (including flora, fauna, and environment)
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* '''Tech''' (including mechanical, electronic, and computer systems)
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* '''Surveillance and Traps''' (including building a web of monitoring devices)
 +
 
 +
The team usually includes these additional specialists (in either squad), who step up as needed.
 +
 
 +
* '''Face''': take the lead when the team interacts with other beings and organizations.
 +
* '''Medical''': assess relevant issues and solve relevant problems (e.g., injuries, infections).
 +
* '''Quartermaster''': manage the team's shared gear; keep track of retrievables the team finds.
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* '''Demolitions''': set, arm, or disarm explosives.
  
 
== SPN SOP ==
 
== SPN SOP ==
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=== SOP Steps ===
 
=== SOP Steps ===
  
1. Alpha Leader calls "forward."
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1. Alpha or Beta calls "Forward."
  
2. Alpha Scout and Beta Scout guide from the front. They bypass any barriers, calling on a specialist partner as needed.
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2. Scouts guide from the front. They bypass any barriers, calling on a specialist partner as needed.
  
 
3. In a new space, specialists:
 
3. In a new space, specialists:
  
*First: assess threats
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* First: assess threats
*Then, once the space is secure: gather any intel
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* Then, once the space is secure: gather any intel
*Specialists are: Arcane, Divine, Fauna/Xeno, Flora/Enviro, Sci/Tech, Security
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* Specialists are: Arcane, Divine, Primal, Nature, Tech, Surveillance & Traps
*Specialists call on partners as needed
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* Specialists call on partners as needed
  
4. At all times: Alpha Tactical and Beta Tactical monitor the tactical situation
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4. At all times: Tactical monitors the tactical situation
  
*Ensure that any friendlies and civilians are protected
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* Ensure that any friendlies and civilians are protected
*Ensure that any threats are neutralized
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* Ensure that any threats are neutralized
  
5. As the team moves forward, Surveillance builds a tactical web of monitoring devices
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5. As the team moves forward, Surveillance builds a web of monitoring devices.
  
 
6. As needed:
 
6. As needed:
  
*Face leads interactions
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* Face leads interactions.
*Flora/Enviro monitors the team's vitals and risks (e.g., suit integrity)
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* Medical monitors the team's vitals and risks (e.g., suit integrity).
*Rigger manages vehicles and/or drones
 
  
 
== Buddy System ==
 
== Buddy System ==
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Operatives typically work in pairs.
 
Operatives typically work in pairs.
  
*When an operative needs to relocate to complete a task, their buddy should come with.
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* When an operative needs to relocate to complete a task, their buddy should come with.
*If coming with is not optimal, then the buddies should reunite after the task.
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* If coming with is not optimal, then the buddies should reunite after the task.
  
 
== Reminders About the Swift ==
 
== Reminders About the Swift ==
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Here's are some things you can do to the Grid from the Swift:
 
Here's are some things you can do to the Grid from the Swift:
  
*Check a door for traps (e.g., based on its magical aura, wi-fi link, lingering malicious emotion, etc.)
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* Check a door for traps (e.g., based on its magical aura, wi-fi link, lingering malicious emotion, etc.)
*Unlock a lock that has Swift component (e.g., magical enchantment, digital technology)
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* Unlock a lock that has Swift component (e.g., magical enchantment, digital technology)
*Hack a computer
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* Hack a computer
  
 
Here are some things you can't do to the Grid from the Swift:
 
Here are some things you can't do to the Grid from the Swift:
  
*Touch anything
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* Touch anything
*Attack anything
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* Attack anything
*Target a non-ally with a spell, with a few exceptions (especially mind magic) (DM's choice)
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* Target a non-ally with a spell, with a few exceptions (especially mind magic) (DM's choice)
 
 
Remember: position and movement in the Swift are often metaphorical. Relative to each other, everything in the local area is Same, Near, or Far.
 
  
 
[[Category:Document]]
 
[[Category:Document]]

Latest revision as of 01:56, 18 February 2024

Document
See also: Republic Marshals; R3M; Swift


This Standard Operating Procedure (SOP) was created by Rogue Raptor Risk Management (R3M) and then adapted by the Republic Marshals.

SPN Team Composition

A SPN team has one commander, who may or may not serve as Alpha or Beta on an op.

On an op, a SPN team is led by:

  • Alpha: make decisions; solve disagreements and build consensus; give people tasks.
  • Beta: back up the Alpha; manage the Tilt; help the team work optimally; help everyone earn and spend bennies.

A SPN team often divides into 2 squads: Grid and Swift.

  • Grid Squad: focuses on the Grid; typically stays on the Grid.
  • Swift Squad: focuses on the Swift; typically stays in the Swift. (See "Reminders About the Swift" below.)

Each squad has:

  • Scout: guide the squad from the front; check for traps or other threats; bypass locks or security.
  • Tactical: guard the team by staying on overwatch; identify and monitor possible threats; process the threat picture and ensure that the team adjusts appropriately.

The team usually include these specialists (in either squad), who routinely assess relevant matters and solve relevant problems:

  • Arcane
  • Divine
  • Primal
  • Nature (including flora, fauna, and environment)
  • Tech (including mechanical, electronic, and computer systems)
  • Surveillance and Traps (including building a web of monitoring devices)

The team usually includes these additional specialists (in either squad), who step up as needed.

  • Face: take the lead when the team interacts with other beings and organizations.
  • Medical: assess relevant issues and solve relevant problems (e.g., injuries, infections).
  • Quartermaster: manage the team's shared gear; keep track of retrievables the team finds.
  • Demolitions: set, arm, or disarm explosives.

SPN SOP

Fundamentals

  1. Sweep the space for threats and intel
  2. Protect any friendlies and civilians
  3. Neutralize any threats

SOP Steps

1. Alpha or Beta calls "Forward."

2. Scouts guide from the front. They bypass any barriers, calling on a specialist partner as needed.

3. In a new space, specialists:

  • First: assess threats
  • Then, once the space is secure: gather any intel
  • Specialists are: Arcane, Divine, Primal, Nature, Tech, Surveillance & Traps
  • Specialists call on partners as needed

4. At all times: Tactical monitors the tactical situation

  • Ensure that any friendlies and civilians are protected
  • Ensure that any threats are neutralized

5. As the team moves forward, Surveillance builds a web of monitoring devices.

6. As needed:

  • Face leads interactions.
  • Medical monitors the team's vitals and risks (e.g., suit integrity).

Buddy System

Operatives typically work in pairs.

  • When an operative needs to relocate to complete a task, their buddy should come with.
  • If coming with is not optimal, then the buddies should reunite after the task.

Reminders About the Swift

The Swift is a liminal space: it's between places. It's the border between planes. It's closer to the Grid than it is to other planes.

Here's are some things you can do to the Grid from the Swift:

  • Check a door for traps (e.g., based on its magical aura, wi-fi link, lingering malicious emotion, etc.)
  • Unlock a lock that has Swift component (e.g., magical enchantment, digital technology)
  • Hack a computer

Here are some things you can't do to the Grid from the Swift:

  • Touch anything
  • Attack anything
  • Target a non-ally with a spell, with a few exceptions (especially mind magic) (DM's choice)