SPN SOP

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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)