Civil Protection Breaching
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General Breaching
Though it is considered high risk, this tactic is fairly efficient and can be performed swiftly.
It is generally used in low-risk situations such as apartment raids and general policing.
Breacher
Responsible for breaching the door through kicking it open (/doorkick) They are the first to enter the room. Equipped with MP7/Spas/AR2
Pointman 1
They must stand next to the door and follow the Breacher inside. They must make sure the adjacent corners are clear. They are equipped with a Stunstick to pacify the individuals inside. They should be following the breacher and not leaving him alone, until breacher says "Cleaned."
Pointman Guard
Responsible for guarding the entrance once the door is breached and to prevent anyone from entering or exiting the room. They must make sure the door is kept open at all times, and should be facing away from the room.
Ballistic/Explosive Breaching
Ballistic/Explosive breaching is only performed during situations where a armed hostile is presumed to be in the building/room.
Breaching a door will consist of shooting the handle, or by blowing up the door with a charge.
This method is not something that is used on your general apartment raids.
Breacher
Responsible for breaching the door, whether by deploying charges or by shooting the handle. They do not move in and instead stay outside the door. They should not be peaking inside the room and should remain their position. Must be positioned at the adjacent side of the door knob.
Pointman 1
First Pointman's job is to move in immediately after the door is breached. They are responsible for clearing the room, and amputating any hostiles they come in contact with. (Amputate Index Table) Unit must be considered as a TAG unit to take this role.
Pointman 2
Second Pointman's job is to follow Pointman 1 into the room, and check the adjacent rooms. (Ex. P1 opens door on the right, P2 opens the door on the left)
Second Pointman's job is to follow the point and watch their adjacent corners. They should be equipped with a lethal weapon, and a stunstick should be also equipped for pacification.
Must be positioned directly behind the Pointman 1 before entry.