Phase 2

Table of contents

Weapon Systems

Within a fire team, the FTL is in charge of picking weapon systems to distribute throughout the team, this is to best suit the mission or the FTL's style of leadership.  Each weapon system comes with advantages and disadvantages to the team, which is why it's the FTL's job to determine which one's are the most appropriate. 

Grenade Launchers 

Grenade launchers can come in the form of complete separate weapon systems and as attachments to regular primary weapons.  Within a team, a GL can be used to employ explosive ordinance for Anti-Infantry purposes, parachute flares for illumination, Hunt IR parachute cameras for reconnaissance, and smoke rounds for designation.

Offensively, GLs help cause collateral damage to groups of infantry and can be used to engage targets hidden within or behind cover.  Targets that would normally be able to hide from the plunging fire of machine guns and assault rifles can be engaged with help from the area effect of HE rounds and the high arc of the low velocity 40mm ammo. 


A GL should be used in conjunction with a range-finder whenever possible, and the user should monitor the direction and strength of the wind.  The GL should be used when enemy infantry are in close proximity to each other, or in dense cover that makes direct fire difficult. Keep in mind, a grenadier’s primary weapon will still be the best method for dispatching single targets in direct line of sight. 

Tips for Leaders:

A GL is almost always a good choice for weapons to bring along in a fire team.  They don’t take up too much extra weight and can help even the odds when the enemy has a defensive advantage.  Hunt IR ammunition can be used to get a bird’s eye view of any location within range of the GL and should also be considered when trying to engage enemies who are on the defense.





Arsenal Rules:

Auto-Riflemen must abide by the same optic restrictions as the rest of their fire-team.  If the mission optic restriction is to use Iron Sights, then players using an IAR must also use irons.

Light Machine Gunners will typically be able to take a 1x Optic at the very least in any mission regardless of optic restriction.

Medium Machine Gunners may typically take an M145 MGO optic (3.4x zoom) or similar in any mission regardless of optic restrictions.  This is to increase the viability of these weapons at longer ranges.

While Machine Gunners and Auto-Rifleman have access to larger magazines and belts, the total amount of ammo you may carry, regardless of magazine count, is 1000 Rounds.  If you take more than this, the arsenal script will not let you leave the main base area until you reduce your ammo count.

Machine Guns 

Light and Medium Machine guns directly bolster a team’s ability to engage with direct weapon fire.  They tend to have similar or increased range in comparison to standard rifles within a fire team and can be used to quickly dispatch targets with accurate burst fire.  Larger magazines and suitable recoil management allow the user to achieve fire superiority.

Light Machine Guns (LMG) are similar in calibre to standard Assault Rifles [Smaller than 7.62x51mm], but often tout greater magazine capacity and stability with increased weight.  They are still, however, light enough to allow the user a great deal of mobility and can be kept in close proximity to the rest of the team, even in urban warfare.  Good examples of LMGs are the Stoner 99 and SAW.

There is another designation similar to Light Machine Gunner known as Auto-Rifleman.  This term differs in real-life from nation to nation, but for 3rd JCG, the designation of Auto-Rifleman means that the gunner is using an Infantry Automatic Rifle (IAR); a standard assault rifle platform with larger magazines and small adjustments to make the weapon better for sustained fire.  Examples of this are the MX SW, RPK, M27 IAR and the L85 LSW.

Medium Machine Guns (MMG) fulfill a similar role but in a higher calibre than an LMG [7.62x51mm or greater]; taking on additional weight and recoil in favor of greater range, high lethality and penetration.  MMGs deal massive damage to infantry targets even when wearing modern body armor and they can decimate soft-vehicle convoys.  Good examples of MMGs include the M240, PKM and MG3. 


Refer to the Arsenal Rules for specific information about load-out restrictions pertaining to these weapon systems.  Be sure to abide by the optic restrictions that apply to the weapon system you are using.

Burst fire is absolutely essential to the use of Machine Guns, it will help improve recoil management and ammo preservation.  Holding breath during bursts will also help the user manage recoil effectively.

When using an MMG, it is essential to rest your bipod on the ground or a low wall before firing.  MMGs have higher recoil than most infantry weapons and the user will need to take every measure possible to manage it in order to be effective.

Tips for Leaders:

LMGs and IARs are good for urban operations or for adding firepower while not greatly hindering the mobility of the team.  Keep an LMG close, and use it to zone off corridors or pin down enemies.

MMGs require a bit of support and can slow down the user, but will deal much greater damage.  Position an MMG with a good vantage and cover, and try not to bring it into close quarters as its advantages are completely wasted there.

Marksman Rifles 

A Designated Marksman Rifle or Marksman Rifle Variant can improve a fire team’s capabilities at longer ranges and help maintain fire superiority over the enemy, all without having to sacrifice the versatility of a rifleman.  MR weapon variants add very little extra weight and provide the benefit of improved lethality at distances, making them a perfect fit to compliment a support or security element.

A Marksman Rifle Variant is the specific designation for a standard weapon type designed for the lightweight marksman role.  Many modern assault rifles have MR variants, including the L85, MX, and Promet. The lightweight nature of these variants allows the user to not only maintain mobility, but also to utilize the same ammo as other members of their team.

A Designated Marksman Rifle  provides even more of the same range and lethality benefits of an MR Variant, but is less lightweight and does not typically use the same ammo as the rest of the team.  If an MR Variant is available, it should be the first choice for a team marksman.


For best effectiveness, a Marksman should prioritize targets of greater importance (Machine Gunners and AT Soldiers), or enemies that are outside the range of fellow team members.  

Tips for Leaders:

A team marksman is a great compliment to a Machine Gun, and such a pair can make for a deadly combination when placed in an over-watch position. Be weary of hornet nests!  While marksmen can reach out to distant targets, they may not want to engage targets when the rest of the team is not in position or ready to take on additional enemies.

Arsenal Rules:

Even in a restricted OP, a team marksman can bring a range-finder and may take a standard, non-adjustable optic for their weapon.  ACE3 ballistics enabled optics are not allowed.  Permitted Marksman optics go up 4x and typically have brackets to help the user adjust for target range.

While the standard ammunition restriction is 8 magazines total, this restriction will not apply unless you already have more than 200 rounds.  If your magazines have less than 20 rounds in them, you may take more than 8 of them, up until your ammo count is above 200 total rounds.



AT & AA Launchers

Launcher Usage:

No launcher should ever be fired without first checking the backblast area behind it.  If friendlies or obstructions are directly within a 90 degree cone behind the launcher it can result in severe injury.  Always check your backblast!  It is advisable to request permission from your leadership before employing a launcher.  Launchers can cause massive collateral damage and should be used with caution.  

Tips for Leaders:

Launchers are essential for combating enemy vehicle threats, but LAT like the MAAWS can also be useful against infantry.  Consider your options, and even if you’re trying to keep your team light, consider at least storing some backup AT inside your Team/Squad vehicle just in case.

Disposable AT

Single use, disposable launchers like the AT4/M136 can provide a lightweight solution to vehicle threats while not attaching any major logistical strings.  A team member with extra room to spare can carry a disposable launcher and greatly improve a fire-team’s capability against MRAPs, APCs and even some IFVs.  It is important to know that most disposable launchers have effective limits and it will often require multiple hits from these weapons to take down an MBT and certain IFVs.

Light AT

The M3 MAAWS and similar systems are specifically considered to be Light AT.  This weapon is primarily used in an anti-infantry role, effectively providing artillery support in a lightweight, direct-fire method.  The MAAWS can also utilize HEAT ammunition for use against armored threats, like disposable AT however, it often requires multiple direct hits to produce a kill on heavily armored threats.

Heavy AT

Where other AT falls short against heavy threats, Heavy AT, such as the Javelin, delivers in full.  These missiles can demolish MBTs and IFVs in as little as one direct hit and include thermal target locking to ensure the payload is delivered exactly where it needs to go.  While this target locking system takes a little time to acquire its target, it can lock any vehicle on land, air, or sea.


MAN-Portable-Air-Defense-Systems (MANPADS), like the stinger, allow infantry units to deny airspace to unwanted aircraft.  Stingers can lock onto airborne targets and fire a seeking missile to take them out with brutal efficiency. However, most air targets can still use countermeasures to avoid the lethal strike.  It is best to time the missile launch to give the target little to no reaction time. 

Wire Guided AT

Wire guided and optical tracked missiles like the Metis, TOW or AP Titan Missile can deliver catastrophic damage just like the Javelin, but without the thermal target locking.  These guided systems instead opt for user control, rather than locking, the operator must aim at the target while the missile is in flight, and may 'steer' the missile wherever it needs to go by aiming.

Combat Life Saver Orientation

The role of the CLS is stabilization and mobility. They are equipped to get the riflemen going and to keep them going until a medic can provide definitive care.  CLS’s are a useful role in a team composition, but they are not a replacement for a medic. 

The CLS Role in Operations

To lighten the load of an FTL and ensure members of a fire team stay combat ready, one member of every fire team is assigned CLS duty in the event that there are not enough medics to assign one to each team.  When a player in a team is assigned the duty of CLS it does not make them any less combat viable within the team, nor does it mean they will have to haul in a great deal of extra medical equipment.  All members of a fire team can handle basic self-care, however, when a teammate gets knocked out by a massive injury, the CLS needs to step up and take medical action while the rest of the team continues to engage and maintain security.  After a combat engagement, it is their job to double check with members of the team to make sure everyone is alive and there are no major injuries that need tended to.  In all, a CLS helps prevent major injuries from going unnoticed and untreated, ensures better combat effectiveness of the fire team and allows the FTL to focus on more pressing leadership tasks.

This section gives an overview of the CLS role, but if you wish to learn more about the ACE medical system and our unit's procedures, check out the 3rd JCG Medical Handbook

Scene Safety

While a CLS isn't absolved of the duty of engaging the enemy, they should still be aware of their own well-being.  Scene safety can be difficult to ensure, depending on the complexity of the situation, but it is easily summarized as: "using common sense in a dangerous environment".  Even when there are wounded teammates that need help, rushing into the same line of fire will just lead to more casualties.  To prevent yourself from becoming a casualty, try to enlist help from other teammates to cover you while you go to retrieve a wounded comrade.  Even if the worst should happen, and the CLS gets injured by a hidden enemy, the friendly covering for them can engage that target and call for additional help.

Most combat deaths are a result of players bleeding out when separated from the rest of their team.  For this reason, the "buddy system" is absolutely paramount to preventing combat deaths.  If a player goes unconscious without another team member nearby to spot and help them, they can bleed out, go into cardiac arrest, or be shot by the enemy while down; any of these things can result in either an immediate or eventual death.

Casualty Collection Point

When taking a CLS slot, you will have access the ability to establish a CCP via ACE Interaction.  The CCP is used for mass casualty situations, or in the event that Personal Aid Kits are needed to reduce supply attrition.  Usage of this resource is often a tactical decision to be made by an FTL or SL, but a CLS or Medic has the ability to deploy it once it is determined that it will be useful for the situation.

Functions of the CCP:

How to use:

Sapper Orientation

The primary responsibilities of the sapper is to detect explosive devices, fortify positions, and facilitate the movement of the team through the destruction of enemy fortifications and equipment.  A Sapper is the only person in a standard fireteam capable of detecting mines without using more direct and dangerous methods. 

Every fire team should have one person designated as Sapper. While this is a role everyone in the unit can fulfill, it would be wasteful to require every soldier to carry a mine detector during every mission, and it is still important for the rest of the team to focus on their own tasks. Additionally, this helps clarify the purpose and intent of each individual team member, allowing an FTL to call out a task and the members of the team to know who's job it is to fulfill it. Fire teams are far more effective when work is distributed evenly.

Whenever enemy equipment needs to be destroyed or a potential explosive hazard needs navigated, it is the Sapper's job to handle the task responsibly. If the task requires extra personnel, it will be the Sapper's job to coordinate the process so the FTL can focus on more pressing leadership tasks.

Mine Detector

The standard vanilla mine detector gives audio and visual cues to explosives in a 15m radius. When the mine detector is in your inventory, press the left or right bracket key “[ ]” to bring up the appropriate window. When explosives are found the Sapper should help the FTL direct the team around the threat or call for an Explosive Specialist if available.  


The M112 Demolition Block (Bohemia) is the standard charge utilized by those using their Demo certification. A simple small charge that can use all command detonation methods and a timer. It is purpose built to destroy small targets, light vehicles, and walls. The explosive itself has no fragmentation. Safe standoff is a relatively low distance, at approximately 30 meters for infantry.

The M183 Demolition Charge Assembly (Bohemia) is a large explosive charge utilized for absolute destruction of a target. It can use all command detonation methods and a timer. This charge should be utilized for heavy vehicle targets, buildings, and other large structures. Due to the increased explosive force, safe standoff for infantry is roughly 75 meters distance.

Lastly, AN-M14 Thermite Grenades (RHS) can be used to damage or destroy various light vehicles with vehicle cookoff standoff being the most significant concern.


The M57 Detonator "Clacker" is the standard detonator for those in a Demo role. It has a range of 250 meters and works for both M112 and M183 explosive charges.

Both the M112 and M183 charges can be configured to detonate with a timer. This can be useful if a clacker is forgotten, or if personnel are distracted or too engaged in fighting once they achieve safe standoff to touch off the explosives.

Demolition PRACTICES

Demo personnel should get safe standoff for themselves and all other friendly infantry. Standoff distances vary between explosives and if barriers or objects are in the way. Vehicle cookoff should be taken into consideration for standoff distances.

Explosives charges can be saved or used more efficiently if the Demo operator is capable of moving the targets closer together, and packing multiple target vehicles around a single explosive charge.

Explosives should be placed on the weakest parts of a target. This is likely the rear or side armor of heavily armored vehicles, and the engine blocks of lightly armored vehicles. For structures, the most central position in relation to supports or walls is encouraged. 

Thermite should be placed on top of the engines of lightly armored vehicles, and attempted to be placed near the rotors of light helicopters.

When employing Demo, locations to be detonated should be communicated from and to player leadership. In addition, warnings should be given before triggering explosives.  Always call out locally and over the radio before detonating explosives!

With the completion of Phase II you may now perform one of the more detailed infantry roles in 3rd JCG Operations. Special Infantry Weapons, Combat Lifesaver and Sapper positions can be fulfilled when your team is getting set up before the mission. Just listen to your Team Leader when they call for these roles.