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The purpose of the training guide is to give trainers a handbook to deliver CBTC training in a consistent format. Each module should be taught in order, and you should not proceed to the next section without completing any demonstrations or assessments listed.

  • Demonstrations - Actively showing trainees the content you have been teaching them, this aids people who learn from watching rather than listening.
  • Assessments - A checklist to mark against to ensure that trainees are competent before moving on.

Responsibilities of the Trainer

As a SOCOMD trainer, your responsibility is to train new recruits to prepare them for operations. In the case that a trainee does not show competency during an operation the trainer holds full responsibility for re-assessing CBTC modules.

Responsibilities of the Training Assistant

As a SOCOMD training assistant, your responsibility is to ensure that the training content is delivered properly and to aid in demonstrations listed within the guide.

Additional Remarks

All modules of training should be delivered in a professional manner, but this does not mean you should read exactly off this document. If the trainee has sufficient knowledge on a given section, i.e. ACE Medical, you may skim the training points and proceed to assessment. If the trainee has gaps of knowledge on their assessment, deliver the teaching points on whatever they are forgetting. The important thing to remember is to be patient and try to enjoy it. Trainees will simply zone out if you deliver training in a boring manner, thus not retaining the information.


Basic Service Knowledge

Mission Statemnt

SOCOMD is a MILSIM community that is relatively serious about its emulation of the Australian 2nd Commando Regiment. We aim to provide an active and enjoyable community.


Being part of SOCOMD means that you need to understand and follow the rules of the community. These include;

Rule 1 – No harassment of any kind directed toward other members.
Rule 2 – Be respectful to other members.
Rule 3 – No rage quitting from Operations
Rule 4 – Do not take equipment or vehicles not allocated to you or that you aren’t qualified for.
Rule 5 – No insubordination, feedback to be saved for post operation debrief.
Rule 6 – No friendly fire unless for training purposes.
Rule 7 – No In-game text chat such as side channel, use ACRE only.
Rule 8 – No “end-of-game” nonsense like negligent discharges or grenade throwing.
Rule 9 - Dual clanning is permitted, as long as it adheres to criteria in the #rules channel on Discord.

Controls and Keybinds

Infantry Controls

ArmA 3 includes a number of infantry stances and movement speeds that can be used to enhance your combat effectiveness.

Soldier Stances

  • Standing (Default) - Highest stance, used when traveling.
  • Crouching (X) - Mid stance, used to get behind cover and limit exposure to the enemy.
  • Prone (Z) - Lowest stance, used as a stable firing platform and sneaking.
  • Stance Adjust (Left Ctrl + W,S,A,D) - Slight adjustment to better suit the situation.
  • Lean (Q,E) - Leaning your upper body left or right, used to look around corners.

Weapon Stances

  • Resting(Default) - Weapon is raised when stationary, used when outside of friendly territory.
  • Weapons Down (2x Left Ctrl) - Weapon is always lowered, used when inside friendly territory or no-fire zones.
  • Weapons Up/Combat Pace (C) - Weapon is always raised, used when in the presence of enemies.


Movement speed has the biggest impact on stamina, the faster you move the more stamina you will consume.

  • Walking (Ctrl + C) - Walking pace, used when enemy are expected in close proximity or slow patrol pace is required.
  • Jogging (Default) - Jogging pace, used when traveling.
  • Dash/Sprint (Shift + W) - Sprinting pace, used when trying to cross open ground or get somewhere quickly.

Other Controls

  • Free look (Hold Left Alt + Mouse Movement) - Used to look around yourself without moving your point of aim.


  • Demonstrate all soldier stances to trainees.
  • Demonstrate all weapon stances to trainees.
  • Demonstrate all movement speeds to trainees.
  • Demonstrate movement training course to trainees.


  • Have each trainee complete the movement training course.
  • Ensure all basic stances are used (Standing, Crouching, Prone).
  • Ensure all basic movement speeds are used (Walking , Jogging , Sprint).

Adavanced Combat Environment 3 (ACE3)

Advanced Combat Environment 3 (ACE3) is a mod to improve the realism and authenticity of ArmA 3. Before we start using ACE we will configure some settings to get the most out of the features.


1. Open Main Menu (ESC)
2. Select “Configure”
3. Select “Addon Options”
  • ACE Interaction Menu
Always display cursor for self interaction: Yes
Display interaction menus as list: Yes
Do action when releasing menu key: Yes
  • ACE Medical
Pain Effect Type: Recruit Preference
4. Open Main Menu
5. Select “Configure”
6. Select “Controls”
  • Common
Diary: (UNBIND)
  • Weapons
Throw: 2x G
  • Custom Controls
Use Action 1: Shift + Space
7. Select “Configure Addons”
  • ACE Common
Open Medical Menu: J
Take Prisoner: Middle Mouse Button
8. Select “Ok”
9. Select “Continue”

ACE Interaction

ACE interaction is a feature that allows you to perform actions on yourself and others. You can interact with yourself by holding (Left Ctrl + Left Windows). Some interactions available for yourself include;

  • Performing self-medical aid
  • Performing gestures
  • Adjusting team colours
  • Using equipment

To interact with others hold (Left Windows). If the actions aren’t appearing you may need to be closer to or be looking at specific interaction points, eg. person’s torso, car wheel, etc. Some interactions available for others include;

  • Performing medical aid
  • Arresting units (cuffs required)
  • Cutting wired obstacles (wire cutters required)
  • Arming explosives


  • Demonstrate joining a colour team.
  • Demonstrate a gesture.
  • Demonstrate arresting/releasing a person.


  • Ensure trainee has configured ACE correctly.
  • Have trainees join a colour team, allocated by the trainer (use pairs).
  • Have trainees perform one gesture.
  • Have trainee’s arrest/release their partner.


ACRE 2 is a mod that links ArmA 3 and Teamspeak together in order to simulate military communications. As a section member you will be given the AN/PRC-343 radio, this is a basic short-range radio that operates at a maximum range of 1-2km. To bring up the radio interface press CTRL + Windows self interact, select the AN/PRC-343 and open.

Other radios include:

  • AN/PRC-152 - Used by section commanders to communicate to platoon command.
  • AN/PRC-117 - Used by platoon command to communicate to Homestead.

When you have the radio interface open there are a number of actions you can perform. It is important to familiarise yourself with the radio and know all of its features. I will now go through all the different parts of the radio.

  • At the top of the radio, you will notice two dials, the one on the right is for channel, 1-1 section uses channel 1, 1-2 section uses channel 2, and so on. Simply left or right click to change channel up or down, respectively. The Dial on the left controls volume, left or right click again to increase or decrease.
  • If you hover the mouse over the left section of the radio, you will be able to detach the handle, once detached, there is a small blue button, this is used to change radio blocks, giving access to more channels on a seperate network. Be sure to reattach the handle one done. This feature is rarely used.

Once you have configured your radio, you will be able to transmit on your primary channel using (CapsLock). You can also use (Tab+Scroll) to cycle through levels of talking volumes including:

  • Whispering
  • Normal
  • Yelling


  • Demonstrate different talking volumes.


  • Ensure all trainees can open and close their radios.
  • Ensure all trainees can change to channel 2
  • Have each trainee transmit on channel
  • Have each trainee test the range of each talking volume.

Basic First Aid

Location: Stratis Airfield Medical Area

First Aid Principles

In SOCOMD, basic first aid is a crucial skill. You as a soldier will be able to provide another with first aid, only the Combat Medic is equipped and qualified to provide Immediate Trauma Treatment (ITT) to casualties. Today, we will only be covering the basics on how to provide temporary treatment to yourself and others. To become a fully fledged Combat Medic in a dedicated section requires the completion of a separate course, which you may take after finishing probation. The reason for this is due to our use of the KAT Medical system on top of ACE, making things a lot more involved.

ACE Medical Interactions

To provide medical to others, simply walk close and look at them before pressing (J). This will show a dialogue from which all medical treatments can be administered. To provide self medical, make sure you are not looking at someone when pressing (J). To confirm the right person is receiving the medical treatment, the person's name will be displayed in the top left corner of the dialogue.

Medical treatments are administered using the icons on the top left of the box. These icons may be grayed out depending on what body part has been selected, or if the treatment is possible. From the left they are;

  • View Triage Card - Gives information on what treatment has been administered to the patient.
  • Examine Patient - Check vitals such as heart rate, blood pressure and airways.
  • Bandage/Fractures - Applying bandages and tourniquets.
  • Medication - Administer drugs such as morphine.
  • Airway Management - Used for clearing airways of obstruction.
  • Advanced Treatments - Conduct CPR, administer Blood and stitch wounds.
  • Toggle (Self) - Changes the context of the medical box from patient to player or vice versa.


  • Ensure trainees know how to use the medical menu.
  • Have trainees check their own heart rate and blood pressure.
  • Have trainees check another's heart rate and blood pressure.

Appearance and Symptoms of Injuries

When you have sustained an injury there are a number of symptoms to help you diagnose the issue. Outward symptoms for injuries to yourself include;

  • Sudden jolt back to indicate you have just sustained an injury.
  • White border around your field of view (If using colour flashing) to indicate pain.
  • Blood splatter to indicate bleeding.
  • Blackened vision that fades slowly in and out indicates you are unconscious.

Outward symptoms for injuries to others include;

  • Blood soaked uniform indicates the person is bleeding from injuries.
  • Laying face down on the floor indicates the person is unconscious.
  • Rag-dolled with weapon released indicates the person has died or disconnected from the server.

Once you have identified someone as injured and need to give them first aid, you will need to find their injuries with either the medical menu. When using the medical menu;

1. Get close, look at the person and press (J).
2. Observe the person's figure in the middle of the dialogue for any body parts shaded in red, sometimes it's hard to see if that body part is lightly bleeding.
3. Click on the body part to select it.
4. Observe the list of injuries on the right side of the dialogue.


  • Demonstrate being unconscious by heavily injuring the training assistant.
  • Demonstrate being rag-dolled by spawning and killing an AI unit.


  • Ensure trainees understand symptoms of injuries.
  • Ensure trainees understand appearance of injuries.
  • Trainee Quiz;
If your vision is blackened what does that indicate?
If someone is lying face down still holding their weapon, what does that indicate?
If someone has rag-dolled and released their weapon what does that indicate?

Types of Wounds and Injuries

ACE Medical uses 8 types of wounds and injuries, these include

  • Scrapes
  • Avulsions
  • Velocity Wounds
  • Crushed Tissue
  • Cuts
  • Tears
  • Punctures
  • Bruises, Cannot be treated

Medical Equipment and Treatments

As a rifleman you will have access to only basic medical equipment and treatments. These include;

  • Bandages - Used to stop blood loss and mend injuries.
  • Tourniquet - Used to temporarily stop bleeding, can only be applied to external limbs.
  • Medication - Used to alleviate mild-moderate pain.
  • CPR - Used to extend the death timer by 0 - 15 seconds when the casualty is in cardiac arrest.
  • NPA - Used to prevent and clear obstruction in the airway.


When treating injuries, some bandages are more effective than others. When a wound has been sealed, the affected body part will turn blue. It is important to note that when a wound is treated, it has a chance to reopen and continue bleeding. Reopening can only be prevented via surgical kit, which only the combat medic has access to.

  • Elastic Bandages - Effective at mending small wounds such as crushed tissue, scrapes and cuts, can be applied very quickly.
  • Quick Clots - Good all round bandage effective at mending velocity wounds and avulsions, moderate apply speed.
  • Israeli Bandage - Most effective bandage type with the longest reopen time, takes the longest to apply.
  • Tourniquet - Will temporarily stop all bleeding from external limbs, but will cause pain if left on for too long.


Rifleman are only capable of basic pain relief, for this, you have two types of medication available, one of which has a side effect. These are;

  • Paracetamol - Mild effect against pain, no side effect.
  • Morphine - Strong effect against pain, but will reduce the heart rate by approx 30BPM.


  • Ensure trainees understand their medical equipment and treatments.
  • Trainee Quiz;
What would applying bandages do?
What would applying Tourniquets do?
What would administering morphine do?
Ensure trainees understand bandage effectiveness.

Understanding Vitals

When performing medical treatment, it is important to understand the casualty’s vital signs and what affects them, these vital signs include heart rate and blood pressure. Managing vitals is more of the Combat Medic’s responsibility, and is covered more in depth in the Medic course.

  • Heart rate - A reading of a single number that indicates the number of heartbeats per minute.
  • Blood pressure - A reading of two numbers, Systolic blood pressure (left number) and Diastolic blood pressure (right number).
  • Airways - May become obstructed and/or occluded after receiving chest wounds.
  • Cardiac Arrest - The death timer which will begin after the Heart rate reaches 0.

Heart Rate

When managing a casualty’s heart rate, you want to stabilise it back to a rate around 80. Things that affect heart rate include;

  • Decreasing blood pressure decreases heart rate.
  • Administering morphine decreases heart rate.
  • Increasing blood pressure increases heart rate.

If the heart rate is lower than 20BPM, or higher than 200BPM, the patient will become unconscious and go into cardiac arrest.

Blood Pressure

When managing a casualty’s blood pressure you want to stabilise it to a level around 120/80. Things that affect blood pressure include;

  • Bleeding decreases blood pressure.
  • Decreasing heart rate decreases blood pressure.
  • Increasing heart rate increases blood pressure.
  • Administering Blood/IV increases blood pressure.

The Medic is the only section member with medication (epinephrine and Blood/IV) that can increase blood pressure and heart rate, meaning the standard rifleman is unable to effectively manage these vitals alone.


When a casualty goes unconscious, if they have sustained chest wounds, their airways may become occluded, making them unable to breathe. This can be checked by clicking on the patient’s head, selecting Examine patient and Check Airways. For treatment, click on the patient’s head, and manually clear airway debris, this has a low effectiveness at clearing occlusion and may need to be repeated and checked multiple times. After occlusion is cleared, you may insert the NPA basic airway to prevent the occlusion from returning. Note that NPA has no effect against Obstruction, this will require a medic.

Cardiac Arrest

In the case that the casualty’s heart rate is zero, they will slip into cardiac arrest. As soon as the casualty enters this state, an invisible death timer of 100-180 seconds is started. When the timer runs out the casualty will die, making it impossible for them to be revived. This timer can be extended through conducting CPR, which is an advanced treatment accessed by clicking on the chest. CPR may also return the heart rate to 40BPM, but has a low effectiveness.


  • Demonstrate morphine overdose on training assistant.
  • Demonstrate airway management.
  • Demonstrate Cardiac Arrest treatment.


  • Ensure trainees understand heart rate.
  • Ensure trainees understand blood pressure.
  • Ensure trainees understand what affects heart rate.
  • Ensure trainees understand what affects blood pressure.
  • Trainee Quiz;
What is a regular heart rate?
What is a regular blood pressure?
What decreases blood pressure?
What decreases heart rate?
What is occlusion?
What does CPR do?

Death, Respawn and Redeployment

Lives and Death

During operations, you may be shot and critically wounded, causing you to go unconscious, if you enter the death state in this time, you will have used one of your “lives”. After being revived from this state, the next time your heart rate hits zero, you will die and be sent to spectator. Essentially, you will only have one chance to be revived from a critical state by the medic.


In order to respawn, you will need to disconnect back to role selection and then reconnect.


Once respawned, you will not be able to redeploy until your section transports your body back to the FOB. If this is completed successfully, you will be allowed to be transported back to your section by SOLS.


Sometimes in an Op, you may be killed instantly without having used up a “life” (called insta-gibbing), or you may die otherwise through some other kind of accident, such as Zeus making a mistake or dying to physics glitches (referred to as being “Arma’d”). In these cases, you may be teleported back in at the discretion of Zeus.


  • Ensure trainees understand “lives” and death.
  • Ensure trainees understand how to respawn into the game from spectator.
  • Ensure trainees understand what is required to redeploy.


Treatment Procedures

The order of treatment when you treat a casualty are as follows;

1. Check vitals for heart rate
2. Manage bleeding of wounds, apply tourniquets to wounded limbs
3. Bandage head and torso until bleeding stops
4. Bandage external limbs until bleeding stops
5. Remove tourniquets if previously applied
6. Treat pain with medication.
7. Seek further medical attention for stitching wounds or treatment of vitals, depending on severity.

When assisting in treating a casualty, it is best to communicate your actions so that the casualty understands what treatments are being applied. This is also beneficial when the Combat Medic comes to aid you in treatments so that you can effectively use supplies.

If you are NOT assisting a medic in reviving a casualty, you must be on security and provide protection for the medic and his patient to ensure you are not being maneuvered on by an enemy force.


  • Training assistant receives light wounds and treats them themselves (Explain your actions).


  • Ensure trainees understand casualty security.
  • Have trainees treat their partner with light injuries.

Coventional Section Fighting

Location: Stratis Airfield - CSF Area 1

Individual Roles

A regular section consists of six personnel, each with a specific role.

Section Commander

Responsible for the section and communicates with the Platoon Commander to complete objectives. Primary weapon is the standard M4A1 Carbine with underslung M203 launcher.

Section 2nd in Command (2IC)

Second most senior member and assists the Section Commander in delegating tasks to other members, also doubles as a grenadier. Primary weapon is the standard M4A1 Carbine with underslung M203.

Combat Medic

Responsible for carrying additional medical equipment and providing immediate trauma treatment (ITT) to the section. Primary weapon is the standard M4A1 Carbine.

Automatic Rifleman

Responsible for providing cover in the form of suppressive fire for the section during combat. Primary weapon is the F89 Minimi.


Responsible for vehicles repairs , locating mines and arming/disarming of explosive devices. Primary weapon is the M4A1 Carbine.

Anti-Tank Light, Medium and Heavy

Responsible for destroying light to heavy armored vehicles. Has access to M72 Law and Carl Gustav launchers.


Responsible for taking out long distance infantry. Can carry a variety of specialized long ranger DMRs.


Responsible for carrying additional basic ammunition for other members of the section.

Buddy Pairs/Bricks

Within a section the section commander or 2IC’s will usually nominate buddy pairs or small groups with assigned colours. These teams are responsible for each other by alerting the section commander if someone gets injured or is rendered unconscious.



All-Round/360 defence refers to providing defensive security for a whole section. To set up this defence take up positions around the section’s centre facing outwards, ensuring that a complete 360 degree arc of fire is created by the entire section. The section commander may specify specific arcs for particular individuals or pairs. After arcs have been specified, remaining members should fill the gaps to complete the 360 degree arc.


  • Have everyone set up an All-Round/360 defence.


The DUI HUD is a mod that provides an additional player ‘radar’ that shows where different members of your section are and the direction they are facing within 50m. You should be able to use this to ensure you are maintaining the formation ordered by the section commander and ensure you are leaving sufficient spacing between yourself and other section members. Spacing between individuals should be between;

  • 7 - 10 metres by day
  • 5 - 7 metres by night

Being too close to another member means that if you come under contact that there is a high chance there will be multiple casualties. When you are within 3 metres of someone else, DUI will highlight that person as orange indicating you are too close.


  • Demonstrate day spacing
  • Demonstrate night spacing


  • Have each trainee perform day spacing
  • Have each trainee perform night spacing


When moving as a section, the section commander will nominate a formation. These formations are used in different situations to increase the effectiveness of the section. When in the field you do not need to be in a perfect formation, you may adjust a few metres to account for any terrain irregularities or to gain better cover and concealment when stationary.

Regular section formations include;

  • Line - Next to one another in a straight line to the left or right of the person on point
  • Column - One behind another in a straight line with the person on point out front.
  • Staggered Column - Every second person in the column is offset to the left or right of the person on point.

Other formations include;

  • Echelon Left - Diagonal line back and to the left of the person on point
  • Echelon Right - Diagonal line back and to the right of the person on point
  • Arrowhead / Wedge - Even diagonal lines on the left and right side of the person on point


  • Demonstrate line formation.
  • Demonstrate column formation.
  • Demonstrate staggered column.


  • Have trainees form a line formation
  • Have trainees form a column formation.
  • Have trainees form a staggered column formation
  • Have trainees form a staggered line formation
  • Have trainees form an echelon left formation
  • Have trainees form an echelon right formation
  • Have trainees form a arrowhead/wedge formation


When in a section you can increase situational awareness through verbal communication. When given an order to move into a different position say “<Colour> Team Moving” or simply “Moving” and when you have reached the intended location say “Set”. For general orders you can simply respond with “Acknowledged” or “Roger”. Acknowledging these orders lets the section commander know that you have understood the order and will carry it out.

ACE Checks are conducted post action by the section commander or 2IC. These checks will give them a status update on Ammunition, Casualties and Equipment using some keywords;

  • Green - Full Ammo / No Wounds / Full Equipment
  • Yellow - Half Ammo / Slightly Wounded / Half Equipment
  • Red - No Ammo / Heavily Wounded / No Equipment


  • Demonstrate acknowledging an order
  • Demonstrate full ACE check (Half Ammo / Heavily wounded / Full Equipment)
  • Demonstrate short ACE check (“All Green”)


  • Have each trainee perform an ACE check

Target Indication

When providing a target indication, 3 points of information must be provided;

1. Distance to target in metres
2. Compass bearing in degrees or direction (eg. South-East, North-North-West)
3. Terrain or object references (eg. Reference metal shed)


  • Demonstrate a target indication


  • Have each trainee perform a target indication

Crossing Danger Areas

Danger areas are obstacles that either stop or delay a section from moving forward. These areas must be cautiously approached, especially when in hostile territory. Some danger areas include;

  • Roads/Trails
  • Streams
  • Open Areas
  • Possible IEDs Locations
  • Known Enemy Arcs of Fire
  • Minefields

When crossing roads, trails and streams from concealment, you can follow the road crossing procedure.

1. Identify an approaching crossing and notify the rest of the section.
2. Automatic Rifleman will move to the edge of cover facing down the road/stream in the likely direction of contacts. His buddy will take up a position facing the opposite direction, leaving a gap between them for the rest of the section to pass through. Once in position and covering both sides they will announce they are “Set”.
3. The rest of the section will pass through the group in cover and proceed to the concealment on the other side of the danger area.
4. Once across, one pair must cover both side of the road/stream and announce they are “Set” allowing the first group to cross over and regroup with the rest of the section. The remaining members must clear several metres into the next concealment area.


  • Demonstrate covering during a road crossing as trainer/assistant
  • Demonstrate moving across a road crossing as trainer/assistant


  • Have all trainees participate in a simulated road crossing

Section Offence

Bounding is a manoeuvre whereby the section moves closer to the enemy whilst in a firefight with the intent of either clearing the enemy’s position or establishing a better standoff position from which to fight on.

To perform a bounding manoeuvre a colour team moves forward, while the others provide suppressive fire towards the enemy's location. The colour teams would then move forward one by one to reform the firing line. When a colour team arrives at their respective positions of cover, they must announce “Set” informing the section commander they are in cover providing suppression.

At the last stretch of cover you must now act to overwhelm the enemy. Due to the spread of the section if one group has a superior angle they should eliminate the enemy from the flanks. Otherwise if the last cover is too close you must rush the enemy to avoid enemy thrown grenades.


  • Demonstrate forward bounding maneuver with trainer/assistant
  • Demonstrate threat elimination with enemy flanks
  • Demonstrate threat elimination by rushing the enemy


  • Have trainees perform a forward fire movement as a section

Section Defence Retreating is essentially reverse bounding. The end-state objective is always to disengage from enemy contact. While moving away from the enemy’s location you should throw smoke grenades to provide concealment.

During a retreat if the section takes casualties there is a procedure to follow to ensure all section members get to safety.

1. Casualty has occurred within a group bounding
2. Member of group runs to casualty
3. Deploy smoke to form a smoke screen
4. Once smoke screen has formed pickup casualty
5. Carry casualty to the furthest bound of cover


  • Demonstrate rearward bounding maneuver with trainer/assistant
  • Demonstrate procedure for a casualty in a retreat


  • Have trainees perform a rearward fire movement as a section
  • Have a trainee simulate being a casualty during the retreat (Use zeus to make them unconscious)

Individual Comabat Proficiencies

Location: Stratis Airfield Firing Range

Basic Weapon Proficiencies

A negligent discharge (ND) is the misfire of your weapon. Although accidental, repeated offences, especially when done intentionally, may result in a review in your SOCOMD membership.

Weapon Safety

To maintain weapon safety inside friendly territory or no-fire zones you can do one or more of the following;

  • Remove your magazine from your weapon
  • Use ACE3 weapon safety (Ctrl + ~)
  • Avoid pointing your weapon at others
  • Change your weapon stance to ‘Weapons Down’ (2x Ctrl)


When on operations you will need to follow the Rules of Engagement (RoE) set by your section commander. These rules include;

  • (Default) Return Fire Only - Engage only when fired upon.
  • Weapons Free / Free to Engage - Engage targets are your own discretion.
  • Fire - Engage specific targets allocated by the section commander.
  • Disengage - Stop engaging current targets.
  • Ceasefire / Hold Fire - Stop firing, do not engage any targets.
  • Check Targets / Check Fire - Ensure that the target is not friendly or civilian before firing.


Before firing any weapons ensure that you have equipped your ear plugs accessed by using your self interaction menu (Ctrl + Left Windows). When ear plugs are not used, you will experience hearing loss and ringing when exposed to prolonged weapon fire.


  • Ensure trainee understands negligent discharges.
  • Ensure trainee understands the importance of weapon safety.
  • Ensure trainee understands rules of engagement.
  • Have each trainee remove their magazine.
  • Have each trainee use the ACE weapon safety.
  • Have each trainee use the ‘Weapons Down’ weapon stance.
  • Trainee Quiz;
What is the Return Fire Only RoE?
What is the Free to Engage RoE?
What is the Cease Fire RoE?
What is the Check Targets RoE?
What RoE should you use when no RoE has been set?

Light Anti-Tank Weapon Handling

Before firing any launcher, it is important to remember that the back blast of the rocket/missile will cause damage to anyone standing behind you. Before firing, you must call “Clear Backblast” and wait for anyone to move out of the way, once clear they will reply “Backblast Clear”, only then are you clear to fire.

M72 Light Anti-Tank Weapon (LAW)

Single-use launcher capable of destroying soft skin and disabling light armoured vehicles. Point and shoot, the tube is discarded after firing.

  • Ammunition
66mm Single Use Tube Launched Rocket
  • Effective Range
300 metres Point Target

Carl Gustav

Medium Anti-Tank launcher capable of destroying medium - heavy armored vehicles, buildings and reinforced positions. Can be zeroed with (page up/page down), HE shells can be configured to airburst with (Scroll wheel) when loaded.

  • Ammunition
84mm High Explosive
84mm High Explosive Anti-Tank
  • Effective Range
800 metres Point Target

FGM-148 Javelin

Heavy Anti-Tank launcher capable of destroying heavy armored vehicles. Is not capable of dumb fire, CLU must be in WHOT or BHOT in order to lock (Tab) until a cross appears over the target.

  • Ammunition
Tandem High Explosive Anti-Tank
  • Effective Range
2500 metres Point Target


  • Demonstrate the firing procedure of the M72 LAW.
  • Demonstrate the firing procedure of the Carl Gustav
  • Demonstrate the firing procedure of the FGM-148 Javelin


  • Ensure trainees understand the firing procedure .
  • Have each trainee fire at a designated target with each launcher.

Grenade Handling

When throwing a grenade you should always alert the members around you by shouting “Frag out!” or “Smoke out!” followed by the direction thrown, “Frag out, South-West!”.

Grenade Types

SOCOMD employs multiple different types of grenades, these are:

  • Fragmentation - Offer high explosive and a high projectile rate
  • Smoke - Used to mark areas and create a screen of decreased visibility.
  • Stun - Used to disorientate the enemy.
  • IR Grenade - This grenade is used in night operations and can only be seen while in night vision.
  • Incendiary/Thermo - Used to destroy enemy supplies or intel (Secco/2IC only)

Throwing Methods

There are different ways you can throw a grenade. By pressing the ACE3 grenade key (8) you can cycle through the options.

  • Normal - This will allow you to throw a grenade based on the trajectory path you set up.
  • High - This will allow you to throw grenades in a high-arc form. With less range than a normal throw.
  • Precise - This is an underarm throw with minimal roll distance.
  • Drop - This drops the grenade at your feet.

Alternatively, you can more precisely throw grenades using (Shift+G), this will show the arc of the grenade and roughly where it will land, you can cycle between options with (Scroll).

  • Normal - This will allow you to throw a grenade based on the trajectory path you set up.
  • High - This will allow you to throw grenades in a high-arc form. With less range than a normal throw.

If a Fragmentation Grenade was thrown incorrectly and lands too close to friendly units, the thrower must announce “Bad Frag!” This is to warn friendly units in the area to take cover. Proceed to sprint away from the frag for about 3 seconds before hitting the ground, facing away from the grenades location.


  • Demonstrate each type of grenade (Fragmentation, Smoke, Stun, IR).
  • Demonstrate each throw type (Normal, High, Precise, Drop).
  • Demonstrate the “Bad Frag” procedure.


  • Have each trainee use each throw type with a practice grenade (Normal, High, Precise, Drop).
  • Have each trainee practice the “Bad Frag” procedure.

Explosive Specifications

In the sapper role, you will have to handle explosives. Regularly used explosive devices include:

M112 Demolition block

Safe explosion radius of 30 metres, used for disabling light vehicles and barriers.

M183 Demolition charge assembly

Safe explosion radius of 30 metres, used for disabling heavy vehicles and structures.

M18A1 Claymore Anti-Personnel

Directional charge, used when anticipating enemy from a particular direction.

=Breaching Charge

Safe explosion radius of 5 metres, takes down walls and doors with minimal collateral damage.

Handling Demolition Blocks and Charges

After taking into consideration which explosive to use in the situation. To place it you will

1. Open the ACE3 self-interaction menu (Ctrl + Left Windows)
2. Hover over Explosives
3. Hover over Explosive Type
4. Find a suitable place to set the explosive

After your explosive has been placed you are now ready to arm your device. To do so;

1. Open the ACE3 others-interaction menu (Left Windows)
2. Hover over your placed explosive
3. Hover over Select a trigger
4. Arm Explosive with a trigger type

Explosive triggers include the following;

  • Trigger Device - Arm an explosive to be detonated at your command.
  • Timer - Arm an explosive to detonate after the selected time.

Before detonating any explosive device with a trigger device you need to announce a “Controlled Detonation” or “Controlled Det” followed by a 3 second countdown over the radio to ensure everyone is aware of the imminent explosion.


  • Demonstrate placing an explosive.
  • Demonstrate arming an explosive.
  • Demonstrate calling a controlled detonation.


  • Have each trainee place an explosive.
  • Have each trainee arm an explosive with a trigger device.
  • Have each trainee arm an explosive with a timer.
  • Have each trainee call a controlled detonation.

Disabling Explosive Devices

As a sapper your primary function is to detect and disable any explosives within the sections path.


In order to detect an explosive you need a Mine Detector. To activate it;

1. Scroll wheel
2. Click ENABLE Mine Detector

Once activated, the mine detector will start to beep if an explosive is directly in front of you within a 3 metre range (Doesn’t beep when only looking at the explosive).


Disarming an explosive requires a defusal kit. To defuse an explosive;

1. Crawl up to the explosive
2. Look at the explosive you want to defuse
3. Use other interaction menu (Left Windows) to highlight the defuse option of the explosive


  • Demonstrate the types of explosives (IEDs, Mines, Etc).
  • Demonstrate the disarming procedure.


  • Ensure trainees understand how the mine detector works.
  • Ensure trainees understand the disarming procedure.
  • Have each trainee identify explosives on the range.
  • Have each trainee disarm explosives on the range.


When CBTC 1 is complete, return to teamspeak and ensure trainees can attend CBTC 2 training or schedule a new date.

Assign Teamspeak Tags

1. <BLANK> (Under Qualifications)
3. <BLANK> (Under member report)
5. -- CBTC 1

Update Master Doc

1. Qualification Tracker (Change CBTC ½ to Yellow)
2. Probation Registry (Update CBTC 1 Date)

Notify J1

A message needs to be sent to J1 so a record can be kept for evidence and track the newly trained recruits. Please use the following template.







After completing CBTC 1, Recruits are now able to play mini operations. If able, you can move on to CBTC 2 or complete it the following day.