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Signalling & Radio

#1

Possibly the most pivotal thing in Modern warfare is communications and signals. Modern Warfare is made up of several elements working together across a very tight schedule. As the objective and battle pans out a Company or Battalion Commander is going to need to move his troops at a moments notice, and then smaller scale a Sergeant or Corporal is going to need to be constantly directing his/her troops around the objective. This is where modern day Communications come into play.

The Equipment you will have it:

Radio 281/480
This is that little piece of kit which is attached to your helmet, and plugged into your heads up display. It operates at a high frequency rating, giving it a very short range (Line of Sight) range. Typically your radio will be effective to up to 400-500 metres range, maximum of 1 Kilometre across open terrain.
Signallers Radio's Shizzle

MR-90 Comset
This is that big radiopack you imagine people running around with, with the antenna sticking out of the back. It has a much longer range than the Common Toopers headset, although weighty. It can reach ranges of 50 Kilometres or higher and punch through most kinds of weather and terrain, making it a vital piece of platoon equipment. It is attached to your backpack with a handset, antenna, sonar etc.
LR-SAT
This is a Satelite dish which comes broken up and stuffed into the Radiomans rucksack. It can be taken out and quickly assembled for cases in which the Platoon or Company needs to punch through some really heavy mountains or storms or both! Or if they need to get a message across to orbit.

Datapad
Pulse Doppler radar is a type of radar that can determine a target's position and velocity radially from the radar from a radar pulse. By combining the function of a normal pulse radar, which can only determine a radarekos position, using the Doppler effect which enables the velocity determination of the echo one can filter out unwanted echo due to their speed. It's connected to the HUD of the wearers helmet, giving him/her a more advanced radar to keep the eyes on.


-----

Communications within the Platoon are typically a lot easier, with the PC and his Radio Operator being able to identify everyone by Squad name, however when you need to start talking with other Platoons and Companies you need to start using callsigns: Which are organised such

Visit Actual (Company Commander or his Radio Operator)
Visit 1-0 First Platoon Commander
Visit 2-2 Second Platoon, Second Squad
Visit 1-1 First Platoon, First Squad
and so on...

Listening MethodsAs we have to assume, the Radio utilize batteries as it's a portable electronic device. Therefor you need to recharge these batteries - But what happen if you can't? At the same time you have to remember that as soon as you send a message the opposition could start try and track you down or at least know roughly where you are. Therefor you should try and talk as little in the radio as possible!Option 1: You keep your frequency open all the damn time and always ready to send and recieve a message. This take most strain on the batteries and is rarely used.Option 2: You're availible to recieve and send a message for 5 minutes severy 15th minute. This could be done prior to some sort of attack or during uncertainty.Option 3: Ready to send and recieve messages for 5 minutes every 30minutes. This could be used during active reconnaissance or while recieving displacement orders.Option 4: Ready to send and recieve messages once every hour. Usually done when doing active intelligence gathering deep in enemy lines to keep command up to date.Option 5: Set dates and times to when you should send.Option 6: Complete Radio Silence. Shut up.KeywordsHow Copy - Do you understand?/Did you get my message?Affirmative/Negative - Yes/NoAll Stations - Message it for everyone on the frequencyBe advised - Important InformationBreak - Message not over yetCopy - Message received. DOES NOT MEAN YESI repeat - EmphasisDo you read - Are you there friend?Over - Message over, response expectedOut - Message over, don't respond. Over and Out does not exist outside the mind of film creators, so if anyone says it I will physically, mentally and spiritually ass fuck them.Reference/Read - when referring to a previous message or the previous part of the messageHold - Be right back bro I have to do something. Like break the message isn't done yet.There are several types of Radio Channel:SquadComm: The most Lax of all the Radio Channel's, typically you don't need to identify yourself as people will know from your voice. There are few regulations to how you should structure a message. However it is said that you should not talk on this channel unless you HAVE to, as NCO's and Officers will be using it to direct the battle. If speaking to a single person it is advised to use their SURNAME to identify them, if talking to a squad use the squad name, Echo or Foxtrot.BattalionNet: The channel where all the big decisions happen. This is the channel used to direct movements within the Battalion, call for artillery and so on. Typically only those with a long range radio and qualified as Communications Men will be on this channel. All proper radio procedures are used on this channel to prevent clogging and confusion of orders and messages.and always remember:[Image: Let+s+set+this+straight_7fa7cc_5381822.jpg]Original Guide Created by The Defiance
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Messages In This Thread
Signalling & Radio - by Dalle - 28-04-2023, 07:36 PM
RE: Signalling & Radio - by Dalle - 28-04-2023, 07:38 PM
RE: Signalling & Radio - by Dalle - 28-04-2023, 07:39 PM
RE: Signalling & Radio - by Dalle - 28-04-2023, 07:40 PM

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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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