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The Orders Process

This is the method by which either your own or your commanders intentions are turned in to actions. In CONTACT this process requires a significant degree of decision making and flexibility, so this is really just a guide to help Team Leaders plan. I have tried to be thorough, and so this document is quite lengthy, but fortunately in practise the actual resulting set of orders can be very very brief indeed. This because for most operations the finer details listed are not always relevant to a particular mission, but sometimes they are, and that is why they have been included.

Click the following link fo a BLANK ORDERS TEMPLATE to enable you to creating your own set of orders. Use this document as a reference, and remember that after a while you will need only return here for some of the more specialised information.

If you have any suggestions or amendments for this document, please submit them for inclusion. Capitalised terms are searchable in the UNMC Abbreviations, Acronyms & Glossory of Terms document.

The process comprises the following key headings:

1. GROUND
2. SITUATION
3. MISSION*
4. EXECUTION
5. SUPPORT
6. COMMAND, CONTROL & COMMUNICATIONS

*NB: It is customary to give the MISSION twice to make sure everyone knows what the task is. Some officers simply say it twice in sequence, while others prefer to add it at the end of the briefing as 7th part as a reminder.

You can more easily remember this with the simple mnemonic:

"Grumpy Sergeant Majors, Eat Small Children!


SG TEAM LEADERS ORDERS

This system can be used pre-JUMP and on-planet as part of an on-going operation, amend accordingly .

Preliminaries

1. Prior to the briefing, ensure that all TEAM members know when and where the briefing is to be held, and that they should have pen, paper or suitable tech to take notes. They should also have their own copy of the GATEWATCH SHEET and Meterological Report (if available).

2. At the appointed time and place, take command using "Listen Up!" to get their attention.
3. Perform a headcount and have the S2 (Intelligence Officer) or your 2IC record the name, rank and serial number of all participants (if not already done).
4. If not using established units, then if possible at this point, define the element designations, assign element members, and indicate each elements principle role. Seat the Marines accordingly. This often cannot be done until the conclusion of the briefing, as it normally involves an amount of debate, planning and reorganisation.
5. Decide upon or provide the planetary destination/mission number, so that notes can be appropriately labelled. The S2 can advise.
6. Introduce any Attachments from other units to the team. Explain any Detachments from the team.
7. If at this stage you already have a model (a sand table or Tactical Planning Cards), or screen or black board illustration of the AREA OF OPERATIONS (AO), uncover/reveal it and briefly explain it to get their interest. Do not give any details yet, and take no questions!
8. Issue any relevant photos, maps, diagrams etc before starting the briefing propper.

Remember as the briefing officer you should arive early to set up, and ensure you have the desired visual aids and related tools, cards, chalk, rubber, computer, projector etc before starting. You must be fully set up before the team arives, as it is inevitable that they will try to sidetrack you with questions, and you do not want to be trying to put kit together under those circumstances.

1. GROUND

A. General:
(i) Destination: give the planetary designation and relevant GATE ID number(s).
(ii) Terrain: state its type, arboreal, grassland, urban, marsh etc.. Say whether it is day, night or twilight and what is the phase of the moon. Indicate the projected weather conditions; cloudy or clear, wet or dry ground, rain or snow, cold or hot, windy or still. Use the link on the RGHQ-51 Home Page for an up to date local forecast.
(iii) Area of Operations (AO): define the boundaries, scale and limits of the area where the mission is taking place. For safety you can describe features that are outside of the AO as an aid to limiting the playing area.
(iv) Orientation: which way is north (N)
(v) Provide any required Grid References for use with maps and GPS enabled equipment.
(vi) Describe the route to the AO, especially for new Marines.
(vii) LZ/DZ: where is the LANDING ZONE which is always directly in front of a Star Gate, which itself is always set up on the edge of the playing area for reasons of safety. If two different STAR GATES are planned to be used in the mission, give the location of both the DZ (DEPARTURE ZONE) as well as the LZ (LANDING ZONE). The DZ is the ground in front of the second GATE which is being used for the return JUMP.

NB: the abbreviation "DZ" can also mean "Drop Zone", being the location in to which parachutists would be dropped. However, it is extremely unlikely ever to be used in this definition off-world during a CONTACT operation.

B. Features:
(i) AO Key Features: On missions to planets we already know you can point out key features within the AO such as hills, streams, swamps, lakes, copses, fences, bridges and buildings. Use a model, Tactical Planning Cards, the blackboard or a computer and projector wherever possible. These features are omitted from a briefing for a Pathfinder mission.
(ii) REFERENCE POINTS - Again when going to planets we know, these can be pre-planned. Reference Points are distinctive features in the landscape that can be used as an aid in providing directions or locations. For example a lone building which has been designated as "HUT", enables someone to say "Enemy positioned 10 metres north of the reference point hut". Therefore you should assign any critical features as a "Reference Point", which must be clearly a non-moving "point" in the landscape. For example the top of a hill;"HILL75" (using its height for the number) or "HILL#1" if the height is not known, "TREE", "POST" or "BRIDGE", when a singular feature. Repeated features should be given a number, e.g. BRIDGE #3. Do not use linear features like a fence, road or river. Nor objects likely to move, cows, cars or people. Make sure that the object is distinctive, don't use a tree in a dense wood. Wherever possible provide a more detailed description and indicate distances and size. When initially labelling the feature state "This tree is to be known as REFERENCE POINT TREE", and that is how you refer to it in the field. NB: often it is not possible to include these Reference Points pre-Jump, only once you are on the ground can you assign Reference Points.
(iii) MLA - MAIN LINE OF ADVANCE - this is the general "direction" of the unit's movement, which is expressed as a magnetic compass heading in degrees, but it can also be given as "follow the X", where X is a road, river or fence, or as "advance towards the X in the distance", where X is a hill, building or loan tree. It is used in collaboration with REFERENCE POINTS to aid navigation and to give the position of targets as part of FIRE CONTROL ORDERS. NB: this is not to be confused with the term "Axis of March" or just "Axis" which is the immediate small unit direction of movement, and may change from time to time as the unit zig-zags it's way along the MLA.

C. Sub-unit AO (Area of Operations)
(i) Indicate the ground to be covered/controlled by individual elements of the unit if appropriate.
(ii) Indicate the ground that is being controlled by ajacent units, if any.

D. Definitions & Locations of Other Standard Tactical Elements
Where there are more than one example of an element each should be numbered. In missions to planets that are either unknown, or poorly understood these features are theoretical until the actual ground can be studied.
(i) G - any other known or suspected GATES should be marked or their direction indicated.
(ii) AA - choose and mark the position of the post landing ASSEMBLY AREA, a known, suspected or purely hypothetical piece of hopefully secure ground a short distance from the LZ where you can get organised if the Jump has not gone perfectly. Whenever possible a GATE Defence Team (GDT) should be assigned to protect the AA and alert the rest of the SG TEAM of any GATE activity. If the DZ is different from the LZ, then a second AA must be selected and each labelled as LZAA and DZAA respectively. The GDT will set up at the DZAA, while an OP (Observation Post) should be set up at the LZ to provide intelligence only.
(iii) ORP - in longer ranged missions the Objective Rallying Point is the position somewhat short of the Objective, where the team can assemble after the march, and from which the CLOSE TARGET RECONNAISSANCE (CTR) can be launched. Final plans are made, issued, and any reorganisation undertaken. This can be especially important if team members or entire units have gone missing during the Movement Phase of the mission from the AA to the ORP.
(iv) ERV - this is the designated Emergency Rendezvous point, used once the primary target position of the mission has been fought through, or if the mission has had to be aborted during the final Attack Phase of the mission. During any stage of the Movement Phase of a mission, temporary ERV's are established and replaced as the unit advances, being used only in the event of ambush or after breaking contact to regroup and reorganise. Wherever possible the ORP should not be used as the ERV, as that position may be comprimised during the Attack Phase and an AMBUSH prepared for the returning TEAM. If required a TEAM can be assigned the task of moving excess kit from the ORP to the ERV or to the AA/DZAA as required.
(v) CCP- the Casualty Collection Point is the location to which casualties are removed prior to the return Jump. If the distance is not great this is always near the DZ. In longer ranged missions, an initial CCP is established usually near the ERV, with a second at the AA/DZAA.
(vi) VIPCP - Very Important Persons Collection Point: that location to which VIPs are removed by their CPO (Close Protection Officers) prior to the return Jump, normally part of the AA/DZAA.
(vii) EPWCP - Enemy Prisoners of War Collection Point: a collection point should be established for EPW's, a secured location outside the AA/DZAA.
(viii) OP - when required designated Observation Posts should be established and crewed by a pair of Marines equipped with radios to provide only intelligence. If the OP is serving as security for an ambush, then the OP is permitted to fire at will to protect the ambush element from attack.
(ix) CP - in larger scale actions it is sometimes necessary to establish a fixed Command Post from which to command the mission. Again this can be located at the AA/DZAA or some other position as required.
(x) HQ - in very large scale actions it is sometimes necessary to establish a higher level fixed Head Quarters from which to command the mission via the subordinate CPs. Again this can be at the AA/DZAA or some other position as required.
(ii) MSR - MAIN SUPPLY ROUTE - the route along which either friendly or enemy logistical support is moved. Usually a road, track, path or a river, but sometimes a cross-country magnetic bearing, as well trod routes can be watched, mined or covered by an ambush.

2. SITUATION

A. In General:
(i) If relevant or not already given, a broad statement of the currently known overall situation should be provided here.
(ii) A broad statement of the current known situation specific to the target planet of interest should be provided here.

B. Enemy Forces:
(i). Strength:
(a) Numbers: give the known or suspected numbers of each Type of enemy expected to be encountered on the planetary destination.
(b) Positions: if known, give their positions, with a description of their arcs of fire/observation, and any relevant dead ground.
(c) Weapons: state what kind of weapons the enemy is believed or known to have, and an indication of firepower (volume) available and range.
(d) Defensive Fire Support: do the enemy have their positions covered by other weapons, machine guns or artillery. If so where are they? Assign a solution.
(e) Air Power: do they have drones? Where is the controller? Assign a solution.
(f) Enemy morale - if known.

(g) Intentions
(i) A statement of the known or suspected intent of the enemy units that you may or will encounter.
(ii) Any other intelligence, such as aims and objectives, plus any known details such as enemy Challenge & Passwords.
C. A reminder of the Typological behaviors and relevant counter-measures should be given here for the 6 known enemy Types (T0, T1, T2, T3, T4 & T5).

3. Friendly Forces

A. Intent
(i) If not already done, give a statement of our current overall intentions and objectives.
(ii) Give the specific intent and objectives for this mission.

B. Assets, types and # of:
(i) Field Medics, class, with what supplies and equipment?
(ii) Squad level radios: digital or analogue?
(iii) RTO's (Radio Telephony Operators) equipped with:
(a) Backpack radio, covering which bands and using what power and antenna types (length)? Your RTO will advise.
(b) Handheld radio, covering which bands and using what power and antenna types (length)?
(c) Scanners, with what type of antenna (lenth)? Your RTO will advise.
NB: The choice of the type/length of antenna may, due to its encumberance effect the mobility of the unit as a whole. Your RTO will advise.
(iv) Machine Guns:
(a) GPMG (General Purpose Machine Gun), with how much ammunition? Your gunners will advise.
(b) SAW (Squad Automatic Weapon), with how much ammunition? Your gunners will advise.
(v) 40mm Grenade Launchers:
(a) Underslung, with how much ammunition? Your grenadiers will advise.
(b) Stand Alone Single Shot, with how much ammunition? Your grenadiers will advise.
(c) Rotary (revolver, 6 shot), with how much ammunition? Your grenadiers will advise.
(vi) DMR's (Designated Marksman Rifles) aka Battle Rifles? Your markspman will advise.
(vii) Sniper Rifles:
(a) Service Rifle Calibre: e.g. 7.62x51mm NATO? Your snipers will advise.
(b) Magnum: e.g. .300 Winchester Magnum/7.62x53RB? Your snipers will advise.
(c) Super Magnum: .338 Lapua Magnum/8.6x70mm? Your snipers will advise.
(d) AMR (Anti-Material Rifle, .50cal/12.7x99mm)? Your snipers will advise.
(viii) Spare Ammunition, canned, bandoliers, calibres, weights, types, quantities of? Your armourers/quartermasters will advise.
(ix) Day/Night Vision Aids:
(a) Daylight scopes. What magnification, and on which weapons?
(b) Weapon mounted tactical lights, with either plain white output, red or IR filters. On which weapons?
(c) Red Light Dead Mans Beacons?
(d) Infra-Red Beacons?
(e) Passive/Active IR Night Sights/Spotlights, mounted upon what weapons?
(f) High Lumen white or red filtered work lights?
(x) Aerial Drones, type, range, duration? Your pilots will advise.
(xi) T2ID (Type 2 Incapacitation Device)? Your armourers/quartermasters will advise.
(xii) Pyrotecnics: Your armourers/quartermasters will advise.
(a) Fragmentation Grenades (with BBs or similar): # of.
(b) Stun Grenades (without BBs): single or multiple, # of.
(c) Smoke Screening Grenades: size, colour and # of.
(d) Signal Smoke Grenades: colour and # of.
(e) Flares: ground, aerial, colour and # of.
(f) Maroons/Thunderflashes: Mk5, Mk8, Mk9, # of.
(xiii) Mines: Claymores and other Anti-Personnel mines, # of.

C. Other Friendly Forces
(i) What friendly forces if any are expected in your AO (Area of Operations).
(ii) What friendly forces are operating outside, but adjacent to your AO.
(iii) Is there a CLEGG unit in or near your AO (CONTACT Long Endurance Gate Group). How long have they been in country.
(iv) What are their missions (if known).
(v) What are their Challenge(s) & Password(s) if different?
(vi) What are their Authentication Codes?

3. MISSION

A. State the what, not the how, of the precise goals and objectives for each element of the SG Team for this mission. This may be very simple for a small unit (Single Squad - 4~6, or quite extensive for a large one (Platoon Level: 16~40).

B. Future Tasks
(i) List any possible tasks other than the primary objectives, that may occur either during or after the completion of the specified mission, such as flank, rear and point protection. Allocate tasks accordingly.
(ii) List any tasks to be avoided.

4. EXECUTION

A. Scheme
(i) Details of how this mission is to be actually carried out, element by element.
(ii) Reserve element, location and projected duties.
(iii) Timings: produce a schedule of events to coordinate actions (see CONTROL below).
(iv) Emergency procedures, and Abort requirements.
(v) Routes: Appoint a designated lead Navigator, with map and compass, GPS and markers for each element (if required).
(vi) Appoint a designated Pacer to count distance travelled when in dense canopy (if required)

B. Control Measures
(i) LD (Line of Departure), the point beyond which Marines go tactical, often marked with tape, a light or coloured marker.
(ii) OOM (Order of March)
(iii) RoA (Rate of Advance), the speed and degree of security/stealth required during the various Movement Phases.
(iv) LOE (Limit of Exploitation), the limit of pursuit etc.
(v) Any special orders regarding IAD (Immediate Action Drills): action upon coming under EEF (Effective Enemy Fire), ambushes etc.
(vi) Any special orders regarding Fire & Manoeuvre: minimum/maximum bound distances etc.

C. ROE (Rules of Engagement, aka your Fire Control Plan)
(I) These are the limits to the right to shoot. Depends upon the mission, for example an Observation Post may have limits placed upon them not to shoot unless they or a nearby friendly unit are recieving direct enemy fire. Therefore you need to specify:
(a) Any special orders/restrictions regarding permission to open fire during the various Phases of the mission.
(b) Any special orders regarding the use of heavy/support weapons.

D. Target List: Details of individual target locations, persons or equipment, identified for the purposes of destruction or capture.

E. Regrouping, Reorganising & Resupply
(i) Any special orders for post action procedures for regrouping, reorganising, resupplying or redistribution of munitions.
(ii) Locations for these actions.
(iii) Time limits for these actions (if applicable).

5. SUPPORT

A. SOP Variations
(i) Uniform - weather dependant, and including the use of armour and/or helmets.
(ii) Equipment - Fighting Order, Marching Order (backpacks), and special equipment.
(iii) Weapons - just personal or including heavy support weapons, machine guns and sniping rifles.
(iv) Ammunition, regular, tracer, pyrotechnics.
(v) Rations - required or not, if so, how many days worth and type (cold/hot).
(vi) Water - quantity, 500ml~6,000ml.
(vii) Batteries & Gas - spare.
(viii) Medical Supplies: personal and unit level, backpack load or lighter.

6. COMMAND, CONTROL & COMMUNICATIONS (see footnote)

A. COMMAND
(i) Establish the units internal Chain of Command for the mission.
(ii) When conducting the mission will you be operating outside of the direct authority/oversight of the next highest level of the Chain of Command? Are you on your own, without on planet back-up? Yes/No
(iii) If no, brief your team about your position within the larger units Chain of Command.
(iv) If yes, then are there any other units in your AO that may potentially effect your Chain of Command? Yes/No
(v) If yes, can their commanders exercise any authority over you and your mission? Yes/No
(Vi) If you or your mission commander has real-time communications with the CIC (COMBAT INFORMATION CENTRE) back on Earth, are you or they under their direct command for this mission? Yes/No*

* With the exception of extraordenary circumstances, the function of the CIC is to provide support and intelligence to the off-world mission commander, as it is assumed that they have a clearer idea of the tactical situation on the ground.

B. CONTROL
(I) Appoint a designated unit time keeper. Tasked to remind you periodically and at critical moments, exactly what the time is, and how much time remains to complete the mission. Especially important is a timely reminder to make the rendezvous at the AA/DZAA by the STAR GATE for the return flight.
(ii) Set out the timetable for your mission:
(a) Equipment Check - the time by which all mission members should have their gear sorted. Set at least 20+ minutes before they are required to be on the Ready Line. The mission commander then goes through the check list. Any missing items must be retrieved and shown to be present. Spare time can be used for final toilet breaks etc.
(b) Ready Line - the time by which all mission members must be on the Ready Line in front of the STAR GATE, suited and booted for launch. This should be at least 10+ minutes prior to launch to allow for a final check of mission critical kit and if necessary for someone to retrieve a forgotton item. Any spare time is used to organise the unit, and remind the Marines of their return times, challenge and password, and finally what the Objective is!
(c) Launch Time - this can sometimes be moved upon request.
(d) Landing Time - Presuming the flight time is known, or you should provide an ETA.
(e) The Ground Mission Timetable - this may vary from essentially none existent to very long and detailed, depending upon the nature of the mission.
(f) Return Gate Time(s) - everyone must be reminded that once the team has left Earth that these times are fixed, and without an authorised request, the Iris will remain in place making unauthorised landings faitel.
(g) Landing Time - Presuming the flight time is known, or you should provide an ETA. There will be a medical security scan upon landing.
(h) Debriefing Time - normally 30~45+ minutes post landing, so as to provide sufficient time for Marines to attend to their wounded, hand over EPWs, and pass on any time critical intelligence. Plus there should be enough time to change clothing, grab a drink and a snack, and use the toilets. FYI Drinks and snacks are allowed at debriefings. Troops should be reminded to have their notebooks, pens, computers etc. at hand for the debriefing.
(ii) Synchronise Watches
(iii) Challenge & Password (C&P)
(a) Verbal - you will need to select to use either a word and/or numbers based system, or the mathematical C&P.
(b) Signal Lamps or Flash Lights (if available) - if you opt to use visual Morse Code as well as verbal C&P, for longer ranged night timeuse, you will need to decide upon which filters, letter or number to use. See COMMUNICATIONS.

(iv) Authentication Code: Select your unit's Authentication Code. These are an additional level of security for SG Teams wishing to confirm the identity of elements or individuals encountered off-world. The UNSGC uses single word codes that are unique to each out-bound unit, element or individual (VIP) prior to launch. The challenge is a request to "Authenticate". Together with the regular C&P this provides a measure of protection for Marines in the field.

C. COMMUNICATIONS
(i) Squad Radio Net (if available):
(a) Mode - You will need to decide upon what mode to use, digital or analogue.
(b) Primary Frequencies (channels and privacy codes)
(c) Secondary Frequencies (channels and privacy codes). Altenate frequencies are required in the event of interference. The two channels should be well spaced apart.
(d) Select Callsigns (if not already assigned). At this level they are normally related to the unit or element designation.
(e) Spare Batteries: each radio should be deployed with at least one spare set of batteries.
(ii) Platoon & Regimental Radio Nets (if available) - You will need to confirm and record which callsign(s), band(s) and frequencies are being allocated for your primary and secondary channels for your Platoon and/or Regimental Net. A note of antenna type and projected operating time should also be made. NB: antenna size and type may effect the mobility of the unit. The Platoon Net is for long range unit to unit communications on planet, while the Regimental system is intended for signalling back to base via the GATE network. Some radios perform both tasks. Your Radio Telephony Operator (RTO) will advise you.
(iii) Pyrotechnic Signals (coloured smoke and flares) - You will need to decide what colours are required from the available stocks, and what special meanings, if any should be assigned to them. Most often this is done ad hoc in the field in response to the tactical situation. But you and your team will need to know what you've got and who has them.
(iv) Signal Lamp or Flash Lights (if available) - select which filter colours are to be used: red, amber, blue, green or none (white). Specify which Morse Code letters are to be used and assign meanings if required.
(a) The simplest set of Morse Code letters are the KISH5 and MOCH0 groups as set out below. See also Challenge and Password (C&P).

  • K = DAH, DI, DAH. This is the Prosign meaning "Invitation to transmit", and is sent to initiate communications.
  • I = DI, DIT.
  • S = DI, DI, DIT.
  • H = DI, DI, DI, DIT.
  • 5 = DI, DI, DI, DI, DIT.
  • M = DAH, DAH.
  • O = DAH, DAH, DAH.
  • CH = DAH, DAH, DAH, DAH.
  • 0 = DAH, DAH, DAH, DAH, DAH. (ZERO)
(b) Note that for use with a flashlight the MORSE CODE terms DI and DIT mean a short flash, while DAH means a long flash. The DAH is three times longer than a DIT. These terms are used by signallers to verbally express MORSE CODE rather than the better known dots and dashes.
(c) The term "DIT" is the conventional expression for the final "DI" of a letter, number or punctuation mark in Morse Code, or rather in truth the "DI" is an abbreviated "DIT".
(d) See the Morse Code) chart for the full alpha-numeric selection.

7 MISSION

At the end of the briefing you may wish to re-enforce the objective of the mission, by restating it here.

Conclusion

A. Once the briefing has been gone through, you should have a final Q&A session to make sure that nothing is missing, and that everyone knows what they have to do.

B. This is the point when you can make any additions, subtractions or any other amendments to these orders, and then disceminate the results to people who need to know.
C. Any resulting requests for supplies, technical support or re-schedualing of STAR GATE activations should now be made. You should make a note of the feedback, and where necessary, pass the information on to your team ASAP just in case it effects their choices of kit for the mission, and to anyone else who needs to know.

ORDERS TEMPLATE

END OF INSTRUCTIONS


Footnote

A useful concept to keep in mind is what is called C3I, which translates as COMMAND, CONTROL, COMMUNICATIONS & INTELLIGENCE. Each are defined thus:
  • COMMAND is the legitimate exercise of authority over subordinate personnel and/or organisations, using such information as is available, to achieve a defined set of objectives or goals.
  • CONTROL is the process by which actions are verifyed and corrected, so that the objectives or goals of COMMAND can be achieved.
  • COMMUNICATIONS is the ability to co-ordinate and liaise with all elements to enable COMMAND and CONTROL, so that the objectives or goals of COMMAND can be achieved.
  • INTELLIGENCE is the collection, verification, analysis and redistribution of knowledge, , so that the objectives or goals of COMMAND can be achieved.
These four factors are the corps of successful military operations, so keep them in mind, it will help.

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