Standard Operating Procedures for Squads
Standard Operating Procedures - Farming Squads
Squad Positions
Official
• Lead - Leads the squad
• Guard - Prioritizes security
• Carry - Minds the load of resources
Unofficial
• Hybrid - Varies. A hybrid position is available only to Guards and Carry
e.g. A Guard can help in carrying resources provided his inventory can handle it;
this makes him a Guard/Carry hybrid.
COMPOSITION
5-Man Squad - Lead (1), Guard (1), Carry (3)
4-Man Squad - Lead (1), Guard (1), Carry (2)
3-Man Squad - Lead (1), Guard (1), Carry (1)
TASKS
Squad
Pre-Deployment
• Squad members must "Squad Up" while at base before deploying.
• It is advisable for the squad to complete at least 3 runs for craft
amterials and rubles farming. After the completion of the runs, the Leader may
decide to end the runs for the day or get the consensus of the squad if he intends
to do additional runs.
• All squad members must be on COMS for the duration of the roam.
• A squad of 4 or 5 man is highly advised for deployment consideration. A 3-
man squad is a dire minimum and must only be deployed on agreement between the
Squad Lead and the Members.
• The top priority of the Farm Squad is to farm for resources. Needless to
say, all players must try and fill their inventories but must stay focused on their
assigned role.
• All members must continue to progress themselves during the run, Season
Points, Gifts, Barter materials may be kept by players who acquired them. But keep
in mind the SP sharing so that all squad members may advance accordingly.
During Roams
• The Lead must judge every situation and decide the route the squad will
take.
• The rest of the members must follow the Lead at all time. Never wander off
and stay within proximity of each other.
• Mind the player counter to ensure the Lead can track of the player count at
all times. Possible enemy intrusion will be easier to detect this way.
• All members of the squad are permitted to loot as much as they can.
Sellables, craft materials, barter items, etc.
On Enemy Engagement
• On pre-emptive engagement, the Lead and the Guard must move forward while
the rest of the squad move to the rear. If any Hybrid unit is present or assigned,
the hybrid unit will relocate to the front of the Carries but behind the Lead and
the Guard. The Lead must then decide whether to engage or retreat.
• On surprise contact, the Lead and the Guard must move forward while the
rest of the squad move to the rear. If any Hybrid unit is present or assigned, the
hybrid unit will relocate to the front of the Carries but behind the Lead and the
Guard. The Carries must retreat to s safe location or cover while providing cover
fire. The squad must stay within each members' proxomity unless the Lead states
otherwise. During this time, the Carries must hold position and provide support;
retreating will be at the Lead's discretion.
Post Deployment
• The squad, upon return, may sell non-craft items for rubles to keep for
themselves.
• All squad members must send all craft materials to the recipient crafter
player for safekeeping and / or immediate usage.
• The leader, in consideration to the squad members, may call to redeploy or
to rest the squad as he sees fit.
INDIVIDUAL DUTIES
Lead
• Designates the destination, duration and general commencement of the squad.
• The leader must utilize COMS to help direct members into maneuvering the
map towards, during and while returning to base from the destination.
• The leader must make safeguarding the resources top priority, therefore
putting the security of the Carries ahead of himself.
• The leader can make a call to engage or retreat upon enemy contact.
Retreating is highly recommended.
• Once the squad completes the run, the leader may decide if the will deploy
once more but must consider the availability of the squad members before
deployment.
• A minor task added to being a Lead is gathering ground-based resources e.g.
pulps, leaves and minerals.
Guard
• The guard is the mobile sentry of the squad. Always keep an eye out for
possible endangerment of the squad members be it enemy players, hostile NPC, or
mutants.
• The Guard, same as the Lead, must keep track of the player count at all
times when possible. They must also stay in proximity to all of the squad members.
• A minor task added to being a Guard is gathering ground-based resources
e.g. pulps, leaves and minerals.
• On occasion, the Guard may also play as a hybrid unit.
Carry
• Aside from grinding rewards from events, the Carry must scrounge up and
search all tables, cabinets, boxes, cargo drops, trash cans and the like for random
resources to bring back to base. They must also be able to help defend the whole
squad when necessary.
• On occasion, the Guard may also play as a hybrid unit.