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Reddit Rescue Rangers
Design Document
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Forward
At the moment of writing, this guide has good information, but bad organization. I am
currently working on the organization, as well as testing the tactics. This, like DayZ is an alpha
release. Expect frequent updates, both in subjects added, and reorganization. Send me
(ceasemcb) on reddit if you have any suggestions. Send funds to the TS3 server and mr13377(for a server) if you can. [Make the appeal more... appealing? This sucks bro]. Many of the
tactics you see here come from two places; The United States Army, and the Rhodesian Light
Infantry, particularly the SAS and PATU, although some tactics I plan on integrating later do
come from the Selous Scouts. Those are advanced tactics however, and will be implemented
later. If some of the tactical language is weird to those familiar with tactical terms that's
probably because I used the Rhodie terminology, and that I learned that particular tactic from a
Rhodie. All thanks go to Jon for starting this, my 11-bang brothers, and my Rhodie friend whose
tactical knowledge is amazingly applicable to rag-tag small unit tactics, such as those you would
encounter in the DayZ world.
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Preface
VoIP Server
Website /Forums
Ranking System
Roles
Reputation /Medals System
Rules of Engagement
Rescuer Guidelines
Teaming Up
Communications
Task Groups
Roles
Medic
Escort
SniperSpotter
Equipment
Recommended Medic Equipment
Recommended Escort Equipment
Recommended Sniper Equipment
Recommended Spotter Equipment
Operational Protocol
In - Transit
Roads
FieldsMoving
Stationary
Operational Area
Direct Administration
Care Package
Escort
Ailments and Remedies
Ailment : Low Blood Pressure
Symptoms
Causes
Treatment
Ailment : Broken Bones
Symptoms
Causes
Treatment
Ailment : Pain
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Symptoms
Causes
Treatment
Ailment : Unconsciousness
Symptoms
Causes
Treatment
Ailment : Shock
Symptoms
Treatment
Ailment : Bleeding
Symptoms
Causes
Treatment
Ailment : InfectionSymptoms
Causes
Treatment
Ailment : Cold
Symptoms
Causes
Treatment
Recommended Strategies for Delivering Medical Assistance
Direct Administration
Care PackageSafety
After Action Reports
Preface
This document is to serve as a way to structure thoughts and plans for Reddit Rescue Rangers,
an unofficial group for /r/RedditRescueForce. We are a squad-based team that will perform
rescues and help our fellow Rangers gear up in preparation for future rescues. We hope to
establish a permanent presence on a server, with camps and vehicles, to help the rescue effort
even further.
VoIP Server
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Provided by RRF (powerchicken)
Website/Forums
We will use Reddit.com/r/rescuerangers It is private.
Ranking System
No formal ranking system, at least at the start. We will identify key members in the group and
grant them the title of team leader to show their dedication to the team. We may adopt a
formal ranking system in the future if needed.
Roles
Aside from ad-hoc fireteam roles (Medic, Escort, etc.) we need roles within the group to
delegate certain tasks. Recruiting officer, training officer, etc. This will make it easier for the
higher-ups in the group so a couple people dont have to do everything.
Reputation/Medals System
It would be nice to recognize members of the group for outstanding achievements.
Medals/badges/etc come to mind. Not an initial requirement, but I think it would help foster an
atmosphere of positive attitude for our members.
Rules of Engagement
We need to define when is an appropriate time to attack another player. Previously, I have been
a kill on sight kind of person, but I know that may not go over very well in a group where we
are trying to do good. We also do not want to disadvantage ourselves by letting the other player
get the first shot. This is open to discussion.
Rescuer Guidelines
These guidelines apply to all RRF rescuers, and represent the ideal configuration of official RRF
Task Groups. If you cant meet all of the guidelines listed here, you can still engage in
successful rescue operations, but be aware of the risks you are taking.
Teaming Up
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Communications
Effective communication, both with the player to be rescued and your fellow rescuers, is key to
getting everybody in and out of a rescue attempt alive. Adhering to the following guidelines will
ensure the secrecy, security, and efficacy of the rescue operation.
1. Maintain voice contact with all members of the rescue team at all times. If contact is lost,
take up defensible positions until contact is reestablished.
During a rescue operation, do not allow any other players to join your communications channel.
If you need to make contact with another player, take up defensible positions while a member of
your group joins another channel with that player. The exception to this rule is the player(s) to
be rescued. They, however, should only join the channel when the rescue team is in position for
the actual rescue. This minimizes the information shared with players outside of the rescue
team; you might be surprised what an enterprising bandit can glean from side chatter.At any point, if a member of the rescue team calls for comms silence, cut all non-essential
chatter. He or she should then inform the group of his or her suspicions, as well as if or when
the threat has passed.
Keep communications concise and to the point; some phrases will help that.
To report contact, Use the following phrase Contact (direction of enemy) and then carry out a
battle drill. When possible, add more information such as what they're doing, distance, and any
landmarks near their position. Example: Contact Front! 200 Meters! They haven't spotted us!
Don't sound like this: Uh, guys... I see enemy infantry. Uhh... they're over there, by that tree. No,
uhh... the other tree."
Task Groups
There is nothing wrong with ad-hoc team-ups, but organization promotes success. When well-
equipped rescuers maintain specific roles, they can rely on each other to do the tasks they
themselves cannot, allowing them to put their full focus into their assigned roles. By organizing
your team into a Task Group, you minimize the risk that occurs when its unclear whose
responsibility is whose.
Roles
Medic
The medic is the member of the group on whose shoulders the mission-critical tasks of a rescue
attempt rest. The medic is who will be giving medical attention to the rescue-e(s), dropping off
medical supplies as part of a care package, and dragging unconscious players to cover. As a
medic, you will be carrying extra medical supplies, so you will not have the versatility of other
players, equipment-wise. Your primary focus is on the player(s) to be rescued, and, in the worst
case, members of your team that have been injured. The medic is buddy teamed with the
escort.
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The following are the responsibilities of the medic, in order of decreasing priority.
1. Medical attention: self
Medical attention: team members
Medical attention: rescue-e(s)Equipment scavenging: medical supplies
Threat neutralization: zombies
Threat neutralization: players
Escort
The escorts primary role is protecting the medic from zombies and other close-range threats, in
addition to providing armed escort for the rescue-e(s), if required. The escort is also expected to
clear buildings near the operational area and to fortify the location in which the medic is
administering aid. The Escort is expected to be the point-man of the operation.
The following are the responsibilities of the escort, in order of decreasing priority.
1. Awareness: operational area
Armed escort: medic
Threat neutralization: zombies
Threat neutralization: players
Close-quarters clearing
Position fortification
Medical attention: medic
Medical attention: self
Armed escort: rescue-e(s)
Sniper
In transit, the sniper is expected to maintain a low profile, unless a combat situation presents
itself. In combat, as well as at the rescue location, he or she is mostly responsible for sighting
distant threats (such as enemy snipers) and eliminating them, as necessary. Due to the
conspicuousness of sniper fire, the sniper is expected to keep his or her shots to a minimum. As
the sniper will be equipped with a powerful scope, he or she is also expected to maintain eyes
on the operational area, unless directed otherwise by his or her spotter. Only when absolutely
necessary should the sniper eliminate Zombie threats. Sniper should be proficient at estimating
target range and compensating rifle aim for bullet drop. See Weapon Ranging and CorrectionTables in the resources below. The sniper (obviously) is buddy teamed with the spotter.
The following are the responsibilities of the sniper, in order of decreasing priority.
1. Awareness: operational area
Threat neutralization: players
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Medical attention: spotter
Medical attention: self
Threat neutralization: zombies
Spotter
The spotters role is to primarily support the sniper. Because the sniper is often times lookingthrough a scope, he is vulnerable to all of his other sides, as well as close to medium range
combat. The spotter should have heightened situational awareness to call out targets for the
sniper that are in the operational area. He will also provide close to medium range protection for
the sniper. Spotter should use a compass to relay direction/bearing and range finder for range.
If spotter does not have a range finder, range should be approximated.
The following are the responsibilities of the spotter, in order of decreasing priority.-
1. Awareness: immediate area
Awareness: operational area
Threat neutralization: players
Medical attention: self
Medical attention: sniper
Threat neutralization: zombies
When organizing fireteams, you don't need snipers or spotters. A medic and escort buddy team
paired with another medic and escort buddy team will provide plenty of flexibilty in terms of
offense, defence, and medical capabilities. This is the basic fireteam, the most likely team you
will be using.
Equipment
Recommended Medic Equipment
Night Vision Goggles (rare)
Assault Rifle or Shotgun
Complete medical supplies
Bandages (at least 4)
Morphine (at least 2)
Blood Bags (at least 2)
Painkillers (at least 2)
Epi-Pen (at least 1)
Antibiotics (rare)
Compass
Camo clothing
Recommended Escort Equipment
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Night Vision Goggles (rare)
Assault Rifle (preferred) or Shotgun. LMG or MG if you are tasked to provide the base of fire.
Basic medical supplies (bandages, painkillers)
Hatchet, hunting knife, and matches
CompassMap/GPS (rare)
Camo clothing
Spare ammo for MG if you are the asst. to the automatic rifleman
If you are using a basic fireteam (medicx2+escortx2) and one of the buddy teams are both
equipped with assault rifles and have a good supply of magazines can act as a base of fire
against the enemies you are likely to encounter in dayz; however, it is no replacement for a
machine gun of somesort. Until we have a strong logistics pipeline, Improvise-Adapt-Overcome.
A good tactic is to stagger your firing so that when one of you is loading, your buddy is sttill
putting rounds downrange. In the fireteam w/no sniper attachement, number 3 is the
autorifleman, 4 is the asst auto rifleman. [Editing note, this needs a better placement]
Recommended Sniper Equipment
Binoculars
Night Vision Goggles (rare)
Sniper Rifle
Secondary assault rifle (if possible)
Basic medical supplies (bandages, painkillers)
Food & Drink
Hatchet, hunting knife, and matches
CompassMap/GPS (rare)
Ghillie suit (rare)
Recommended Spotter Equipment
Binoculars
Range Finder (rare)
Night Vision Goggles (rare)
Assault Rifle (AK series, M4/M16 series, L85A2 [very rare], FN FAL [very rare])
Basic medical supplies (bandages, painkillers)Food & Drink
Hatchet, hunting knife, and matches
Compass
Map/GPS (rare)
Ghillie suit (rare)
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Individual Skills
Actions under fire: The following are things to do during a firefight that are individual tactics.
Doing these things will let you accomplish the two goals of a firefight.
-Use rushes! I'm up, he sees me, I'm down
-Stay low, and behind cover! Use the stance that keeps the most amount of your body behind
cover.
-Stay back! Stay 6 feet back from cover when possible. Certain pieces of cover that are small
such as trees and low-lying rock walls are hard to do this for. Ricochets have a six foot effectiive
gap, and staying back will stop you from getting hit by them. Also, Staying back is unexpected. If
an enemy manages to assault or flank you while in combat and they expect you to be crowding
the cover you can gain a small time advantage on them; it can be the difference between life
and death. However this is secondary, if you can't do it, don't.
-NEVER SHOOT FROM THE SAME PLACE TWICE!!! That's the easiest way to get shot (aside
from poor cover usage) in any firefight, in a video game or not. Even a level change (shoot
kneeling, than standing) can make HUGE a difference. If you move to a new piece of cover,
don't let the enemy see it, or if the do go prone HARD at the end of your rush so you fall like
you've been shot. Obviously, if you're providing a base of fire this is hard to do. Later on in team
tactics, we will go over this more in depth.
-Only lean/roll out as far as you have to; don't expose any extra flesh (left vs right hand shooting
here)
-If hit and bleeding: Move out of area where you can be hit, bandage yourself, get back in the
fight. call for help if downed.
-Don't get stuck in a firefight. Never get to the point where you are sitting there simply
exchanging projectiles back and forth. If you find yourself in that position while alone in a
firefight, MOVE! Get out of sight, pick a spot with good angles and wait for the enemy to present
themselves as a good target. Drag them back after you by using simple hit-and-run tactics. Hit
and run is the name of the game when you find yourself alone or your team is outnumbered.
Also consider a withdrawal from the fight. If you are in a firefight as part of a team, coordinate
fire to gain fire superiority. If the opfor has superiority, withdrawal from the fight, or retreat to
more suitable grounds
MARKSMANSHIP: Is something that will greatly make fighting in this game easier and you
can practice all on your own! I recommend this as suggested by aflga for a shooting range. A
tough standard to hold yourself to is heads at 100m and bodies at 300m using a non-magnified
optic. An easier one is 50/225. Some more things to practice are to start moving in one
direction, turn, take cover behind the sandbags (or just lower your profile) and engage the
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target. Being able to engage targets in a 360 radius is hugely useful. In DayZ you may find
bandits to your front and zeds to your side, so being able to cover 360 is great! Eventually there
will be a CQB training run put together.
Operational Protocol
In-Transit
Roads
Roads should be avoided while in transit, especially during daytime. The Task Force should
remain well within the tree line whenever possible. When crossing roads, the first two members
should move to the roads shoulder and look down opposite directions of the road. Then, the
second two members should cross between the first two to the opposite shoulder and do the
same. At that time, the first two members will break and cross the road between the secondgroup. Finally, the second group will break and fall in with the group.
Fields
If a field or clearing must be crossed, the team should bound from cover to cover. Two at a time
should move up, stop inside cover, and provide spotting while the other group(s) of two move up
in turn.
Moving
While moving, Task Force members should keep 10-15 meters between themselves and any
other Task Force members. The Task Force has the choice of moving as one group, or splitting
into groups of two that are 20-50 meters apart. Groups should always maintain visual contact
with the other group(s). The team should designate a Team Leader that will evaluate the
situation and make important judgement calls.
Stationary Off-focus tasks
When stationary or resting, the Task Force should form a circle or diamond shape with a team
member covering one direction so that all sectors are covered. Weapons should be ready, and
each member should scan for possible hostiles. Every team member should know their sector,
which is dependant on what direction the group is moving. Here are the suggested sector rules:
Escort: Front (12 oclock)Medic: Left (9 oclock)
Spotter: Right (3 oclock)
Sniper: Rear (6 oclock)
If the team does not have each of these elements, the team should agree upon sectors before
beginning transit to a rescue mission.
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Off-focus tasks
When one player has to go away from screen, the rest of the team should form a wide, well-
spread triangle around the player. It is recommended to stay prone and concealed while alt-
tabbing out.
Moving is arguably the most important thing you need to do right. Proper movement reduces thechances of unfavorable hostile contact.
Fire teams
I recommend people group into groups of 4 people, known as a fire team. (It will be broken
down even further than that, into a battle-buddy system, but more on that in a future training.)
Each position of the fire team has its own area of responsibility. It is very important for each
person to know his or her area of responsibility. If there is any question, it should be brought up
to the fire team leader immediately.
Areas of Responsibility
1 position of the fire team is the fire team leader. The leader is responsible for guiding the team,
and should be the most experienced or highest ranked member of the group. His area of
responsibility is the front (12 o'clock).
2 position has the area of responsibility as the left side (9 o'clock)
3 Is the sniperniper or Automatic Rifleman and position has the area of responsibility as the right
side (3 o'clock)
4 Is the spotter or Assistant Automatic Rifleman position has the area of responsibility as the
rear (6 o'clock)
Whenever the group is stationary, the fire team should pull into a diamond shape with each
member facing their respective area of responsibility, scanning for targets. To instruct the
members to do this, the fire team leader (FTL) will instruct the fire team to "set up security" or
"pull security." When the fire team is ready to move, the FTL will instruct the team to "prep to
move." At that time, the team will fall into a designated formation for movement.
Example of security formation: The carets show which direction each member is facing.
^
1
< 2 3 >
4
V
Formations
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Staggered column is a mix between the Column and Wedge. It allows for rapid movement with
good security. Staggered column should be used where there may not be enough room for a
wedge, such as urban environments, or in situations where you may have to bound to escape
combat. (That will be covered in future training exercises.)
Here is the staggered column:
1 ^
3 |
2 | Movement direction
4 |
Again you can see here how it would be easy for the team to switch between the different
formations.
Other formations exist, but these will be the ones we use primarily. Formations should be
formed with a minimum of 5 meters spread, and a maximum of 10-15 meters spread, depending
on the situation. (For example, a wedge will get tighter in rough terrain or limited visibility.)
It is important that you know these formations, as we will go over reaction to contact in future
training, and your current formation and the type of contact impacts what you should do next. (In
which case, the FTL needs to know what to instruct his team to do.)
Actions under contact
There are 3 types of contact.
Pre-emptive. You spot the enemy, and decide to attack. There are several good options for
a pre-emptive attack which will be covered in a later section.
Getting attacked. You come under fire. Execute an Immediate Action Drill, and the fireteam
leader will decide upon actions to take.
Mutual contact. You see each other, and fire on each other, normally within a few seconds of
each other.
Tactics for preemptive contacts.
Let them pass. If they are headed in a different direction than you, you can simply let them be.
To be certain, you may wish to watch them walk off by a few hundred meters.
Hasty ambush. A fast ambush is a great way to off a small element of enemies. Graphics will be
added later, but for now I'll go by text.Linear ambush: get in position parallell to the enemy, and wait. When all are within firing
positions of every team member, the fireteam leader opens fire. Have a plan prepared in case
in turns into a firefight. [explained in later section, winning the firefight]. There are other forms for
ambushes, I will add them later, but for now remember to never attack the enemy without a
plan, and that grenades are great for mopping up enemies, while smoke grenades are great or
setting up a tactical retreat.
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Getting attacked
If getting attacked Execute an Immeadiate Action drill.
Either call out the enemy using the phrase described above [add a link here dumbass] or react
to the callout by taking up cover and returning fire.
Listen for orders from the FTL. If you are the number 2 position, ensure the FTL is alive, or take
his position. Check on your battle-buddy after contact!
Achieve fire superiority; before any offensive action can be taken, you must gain fire superirity in
the fight. Make the enemy afraid to roll out from cover and shoot by using a mix of inflicting
casualties when possible, but also suppressing enemy positions as Arma 2 has a built-in
suppression mechanic that makes it extremely difficult to aim with any efficiency. The FTL will
analyze the situation and decide what to do. Tactical options are covered in Winning the
Firefight, a later section.
For mutual contact, act as you would to react to contact. These fights tend to be at very close
ranges, so be prepared to take initiative. FTL, be ready to make decisions very quickly.
Winning the Firefight
There are two goals in a firefight: Shoot the enemy, and don't get shot. Tactics are the means
by which you accomplish the goal. These tactics must be drilled HARD [use bold and/or italics
for emphasis. You're not a teenage girl] so that they can be done QUICKLY and EFFECTIVELY
[ugh]. Tactics are fluid and often changing. Don't follow a textbook example because it's the
right way. Successful tactics in a firefight cause the enemy to retreat, or get wiped out whilesustaining minimal casualties to your team. AS LONG AS IT ACCOMPLISHES THAT, IT IS A
PROPER TACTIC. [Wow. Just wow.] Our discussion here will be limited to fireteam sized
engagements. Multiple fireteams will be included later, but for now it's fireteams. Tactics used
by small, four man teams are similar, but conducted with less manpower, and with small
adaptations to ensure they will succeed despite the lack of manpower. A good framework that
tactics can fit within is the four f's. Find, Fix, Finish, Followthrough. (Find fix, flank finishing
being the old mnemnoic, and there will be an explanation of why it was updated) [where,
exactly?].
The ooda loop.
Not, it' not a chinese soup. The OODA Loop explains the way the brain makes decisions, and is
a great way to explain thought processes in a tactical sense. First you Observes the problem,
you orient yourself to it (and think of decisions) decide, than act. Tactics keep the enemy
observing, and you acting. Training will make sure that once this is accomplished, you don't give
up your OODA advantage. More to come on this. Feel free to research it yourself.
Before we go over any tactics, keep some things In mind while working in your buddy-team, and
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as a fireteam. Keep rounds downrange, if one of you is loading, the other should be firing.
Stagger your fire to accomplish this. Know Pepper-potting. You shoot, I move. You move, I
shoot. Do so in successive overwatches. Even in a two man team, pepper potting is a great way
to break contact and prevent the enemy from catching you. Watch for disconnectors and server
hoppers! ALWAYS be prepared for a surprise attack from some guy who server hopped, than
came back to bite you in the ass. If your situational awareness is good, you should be able totag these bastards as they spawn in. Also, whoever is responsible for the area should watch the
direction the firefight came in. That is, if you move North from the firefight, #4 make damn sure
you watch the southern direction. Many people also use this as a tactic for ambushes. A good
countermeasure is to watch transition areas, as they are good ambush spots. Transition areas
are spots such as moving building to street, city to forest and anywhere to a new environment.
Very rarely will (intelligent) people hit you in the middle of a city after you've been moving for a
bit, but rather go for you as you pile into the streets, or are coming out the city into the treeline.
Always stay aware, but keep extra aware when transitioning. Keep good interval, that way it will
be hard to get you all, and note that a column formation with 20 meters between each player
serves as a good counter ambush formation for when you move through risky areas. As for
zeds, Whoever is you point man should make sure the team knows what direction
buildings+towns are in so if there Is a firefight, they will know where to look for encroaching
zeds. Look for zeds while you are taking cover, not moving, not shooting.
The First goal is to FIND your opponent. The earlier in the fight you can find your opponent, the
easier it will be to to win the firefight. Remember to review the situational awareness section in
the individual rangers techniques section. The point man In your formation is often thought of as
the person who will be the one to detect the enemy first. Not always true, although it happends
often, other team members should be using alt+mouse or the numpad buttons to cover their
sector while maintaining forward movement. During daytime combat, look for movement fromcover, and gas from guns to spot an enemy attacking you. At night, listen carefully, and look for
flashes. Use headphones to localize sounds.
Fix. Fixing is the act of fixing the enemy in place. To do so, use supressive fire, hit targets when
possible, and keep pressure on enemy positions. Combining these three will gain fire
superiority, allowing you to fix your enemy.
Finish. To finish the enemy is to assault, flank or otherwise close with and destroy the enemy.
Or in defense, to counterattack the destroy the enemy.
Flanking manuevers require several things, a base of fire as well as suitable terrain for theflanking manuever. Good terrain will include a covered/concealed route to the flank, as well as
good firing positions when flanking. This is not a tactic for a team that has a sniper detachment,
unless the sniper has a backup rifle of the assault rifle sort. You also must know where the
enemy flanks are, and have not sustained so many casualties so as to be inneffective. In terms
of a fireteam carrying out a flank by themselves, you must NOT be fighting a large enemy as
you are splitting into two buddy-teams. Make no mistake, if you have not fixed the enemy you
WILL get ripped apart if you attempt a flanking manuever. When the flanking team calls out that
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they are sweeping through the lines, the base-of-fire should take care to prevent friendly
casualties.
Assaults.
Sometimes it will be undesirable to flank do to terrain, or you can assault as the base-of-firewhile the flanking team flanks (surprisingly enough). This will put pressure on the enemy from
two fronts, and make for some easy kills. If an assaulting team is moving under cover from the
base-of-fire element and can no longer move without being attacked, use pepper-potting to
move forward and assault the enemy position. Use frags and smokes when possible, as such
things will make your job quite easy. Quite often in an assault you will find that you have
assaulted through and past the enemy. Form up with your battle-buddy in a line, maintain an
interval based on thickness of shrubbery and slowly walk through the enemy position looking for
any survivors. If the enemy position is spread out, you can coordinate with the base-of-fire for
maximum effect. Another use for the assault is when the flanking team has been stalled and
needs to be helped. An assault can do this.
Rangers on the Defensive
There are many reasons you may need to use a defensive posture, such as protecting a
rescuee, or simply because it is favorable to an offensive action. When going defensive, make
sure you have overlapping fields of fire within your team, and make sure everyone knows there
area of responsibility, as well as areas the enemy is most likely to attack from, or use to flank.
MOUT
For now, remember in mout that enemies can hide in windows, and having an overwatch
element calling out targets is a great help.
Operational Area
When possible, the Area of Operations (AO) should be away from buildings where zombies may
spawn. It is also recommended that fields be avoided to minimize your visibility. Its best to find
a wooded area, preferably in a valley.
If the Injured cannot travel to a safe location, the Task Force should survey the designated AOfrom a safe location. The Sniper and Spotter should identify a prime location to provide
overwatch. Once in place, Medic and Escort should cautiously move to the designated AO,
avoiding zombie aggro at all costs. If zombie aggro is pulled, Medic and Escort should try to
stealthily loose the zombies. If that is not possible, or that fails, dispose of the zombies with
firearms and exfiltrate the AO towards the Overwatch position. The Sniper should not engage
the attacking zombies unless instructed by the Medic or Escort, and only when they have a
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clear shot. After regrouping, Task Force should change locations, survey the AO again from
afar, and determine if it is safe to approach the AO again. If there are any doubts about the
safety of the area (primarily from other players), the mission should be aborted and re-initiated
on a different server.
If you are operating with a base of fire element, make sure they have binoculars, or a scopedmachine gun. Asst. Auto Rifleman could make good use of a tws, acog, or similar optical
package.
Recon tips: Scan the edges of objects for target indicators of players or zeds, look for shouders,
boot tips, sillouhetting, especially in windows and on hills (spelling) movement (easiest to spot).
Recon from as many areas as possible, and consider checking areas close to the city. A simple,
yet effective ambush tactic is to attack from one direction, then push them into another group
directly behind them. A good rule of thumb is if you would use it for an ambush or a firing
position, check it out in some way. Pick an overwatch position that provides the most possible
cover for the part of the team that's going in.
Direct Administration
Care Package
Escort
Good formations for escorting players are the box-and-one and the diamond-and-one.
Ailments and Remedies
Ailment: Low Blood Pressure
Symptoms
Distorted vision (blurry, cant see colors)
Heavy breathing
Unable to remain conscious more than a few minutes
[Blood icon in game is red]
Causes
Taking damage
Bleeding
Broken Bones
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Infection
Cold
Treatment
Blood transfusion from another player (Blood Pack needed)
Cooked meat (800 blood regained per meat)
Consuming food (200 blood regained per food item)
Ailment: Broken Bones
Symptoms
Inability to walk.
[Broken bone icon displayed in game]
Causes
Being attacked by a zombie or melee weapon
Being shot in the leg
Falling
Hit by a vehicle
Jumping over a setup wire fencing kit
Treatment
Morphine must be administered. The player may administer this himself.
Ailment: Pain
Symptoms
Trembling [screen/aim is shaky]
Causes
Taking damage by falling, zombies, or getting shot
Treatment
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Pain killers must be administered. The player may administer this himself.
Ailment: Unconsciousness
Symptoms
Unconsciousness [player faints and screen goes black/blurry]
Causes
Very large amount of lethal damage
Low blood pressure [under 3000]
Treatment
Epi Pen. This must be administered by another player. You should remedy bleeding and
low blood pressure before administering this.
Ailment: Shock
Symptoms
None [player will show a shock icon on the HUD] [if player logs out with this status, theymay become unconscious when logging back in]
Treatment
Wait 5 minutes
Ailment: Bleeding
Symptoms
Blood loss [a + icon will flash inside blood icon] [other players will be able to visually see
a player bleed]
Causes
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Being hit by zombies
Being eaten by zombies
Falling
Getting shot
Getting hit by an explosive
Obtaining an infection
Treatment
Bandage. The player may administer this himself.
Small chance to stop on its own (unconfirmed/extremely rare)
Ailment: Infection
Symptoms
Blood loss
Coughing and sputtering
Causes
Temperature drops below 36 (random chance)
Spending time near players who are sick
Very small chance from zombie bite
Treatment
Antibiotics
Ailment: Cold
Symptoms
Shivering (Not as shaky as pain)
May also cause Infection
Causes
Temperature falls below 33 (Caused by long exposure to rain or swimming, higher
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detrimental effects at night)
Treatment
Fireplace (use matches on wood pile)
Consume a heat pack
Seek Shelter
Switch to a daytime server (if caused by prolonged nighttime play)
Increased movement (very slow, not effective for very low temperatures)
Recommended Strategies for Delivering Medical
Assistance
Direct Administration
Direct Administration refers to a Rescue Force member traveling to the location described by
the victim and administering or providing the necessary supplies to cure the ailment(s). The risk
factor is moderate to high, since its possible that the medical emergency is being used as a lure
into an ambush, or that hostiles are in the area. Security detail is recommended if possible.
Direct Administration may be used in all ailment situations.
Care Package
Care Package refers to traveling to the described location on an undisclosed server, depositing
the necessary supplies, falling back from the location, and providing the victim with the serverinformation and location of the supplies. The risk factor here is very low, since physical
interaction with the victim is not required. This may be used to remedy the following ailments:
Low blood pressure (by means of food/cooked meat only), pain (painkillers), bleeding (although
not recommended due to urgency of the case), broken bones, infection, and cold.
Safety
The world is a dangerous place. Even though we are out there to do good, there are those who
want to do us harm. Following some safety guidelines will help us keep our numbers strong.
Carry a weapon at all times. This should go without saying, but anything can happen. Be ready
for it. Dont let your guard down just because youre going out to help someone. You may bump
into someone along the way who wants your beans. Or, the call for rescue may be a ruse.
Require the victim to drop their weapon before they are able to see you. They cant hurt you
with their bare hands. This comes with the implication that while they are unarmed, you are
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responsible for their safety.
Secure the area before attempting the rescue. If there have been shots heard recently, or if
there are zombies around, or other players, abort the rescue and re-evaluate what needs to be
done to make the area safe.
Make visual contact with the victim before he can see you, and have him prove his ailment if
possible.
Carry a tent with you to stow your valuable equipment and supplies before attempting a rescue.
After Action Reports
As a rescuer, feel free to post an After Action Report (AAR) to /r/RedditRescueForce,
summarizing the rescue. Did anything of particular interest happen during the rescue that others
may find useful? Did the rescue go wrong? Why? What could you have done differently to makethe situation more safe? With enough After Action Reports, we can refine the training and
procedures to streamline the rescue efforts. Post AARs with [AAR] at the beginning of the post
title.
There will eventually be an easy to fill AAR form. This will make it easy to get all the information
out of the AAR, as well as make it easy to read.
Training
How to use the ACOG Scope: http :// www .youtube .com /watch ? v = Ic _0 kZxLz _4
(Advanced) Estimate target distance with mildots: http :// www .youtube .com /watch ?
v = eKlwwUy 03 NI
Find North using your watch: http :// www .youtube .com /watch ? v = DwrsumX 36 nM
Find the North Star at night
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