Standard Qualification 2: Difference between revisions

Cover and concealment: Word reduction
 
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'''Standard Qualification 2''' (SQ-2) is a [[Certifications|certification]] that builds upon [[Standard Qualification 1]] to provide further information that full members are expected to know.
'''Standard Qualification 2''' (SQ-2) is a [[Certifications|certification]] that builds upon [[Standard Qualification 1]] to provide further information that full and regular members are expected to know as a baseline. It is part of a series of 2 certifications which are part of advancement in the Arma unit.


{{Infobox cert
{{Infobox cert
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* Fleff
* Fleff
| desc = Slightly more advanced information that the Endurance Coalition requires for more consistent play. Required to progress to a full member.
| desc = Slightly more advanced information that the Endurance Coalition requires for more consistent play. Required to progress to a full member.
| source = https://google.com
}}
}}


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=== Arsenal use ===
=== Arsenal use ===
While many operations have kits pre-made, sometimes the intent is for you to create your own kit.[[File:SQ2-arsenal-ui-1.PNG|thumb|500x500px|A visual depiction of the arsenal UI.]]Kits are built using an in-game tool known as the "arsenal". The arsenal provides an interface to change your clothing, firearms, ammunition, equipment, and attachments. Interacting with the arsenal is done by using ACE interact<ref>For vanilla arsenals, you'd use the scroll wheel.</ref> ({{Key press|LCtrl|Win}}) on the relevant container. A new UI will appear with your view switching to 3rd person.
While many operations have kits pre-made, sometimes the intent is for you to create your own kit.[[File:SQ2-arsenal-ui-1.PNG|thumb|500x500px|A visual depiction of the arsenal UI.]]Kits are built using an in-game tool known as the "arsenal". It provides an interface to change your clothing, firearms, ammunition, equipment, and attachments. Interacting with the arsenal is done by using ACE interact<ref>For vanilla arsenals, you'd use the scroll wheel.</ref> ({{Key press|LCtrl|Win}}) on the relevant container. A new UI will appear with your view switching to 3rd person.


On the left you'll see a list of firearm types, clothing, backpacks, and other special equipment (e.g night-vision, map, compass). On the right you will see the ''attachments and ammunition'' for the firearms, and ''what can be inserted into the various clothing''. For example, if you want to add a grenade to your vest, you'd select your vest on the left, then select the amount of grenades you want from the right.
On the left you'll see a list of firearm types, clothing, backpacks, and other special equipment (e.g night-vision, map, compass). On the right you will see the ''attachments and ammunition'' for the firearms, and ''what can be inserted into the various clothing''. For example, if you want to add a grenade to your vest, you'd select your vest on the left, then select the amount of grenades you want from the right.
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At the very bottom-left of the UI, you will see a weight indicator:
At the very bottom-left of the UI, you will see a weight indicator:
[[File:SQ2-arsenal-ui-weight.webp|none|thumb|The ACE arsenal total weight indicator.]]
[[File:SQ2-arsenal-ui-weight.webp|none|thumb|The ACE arsenal total weight indicator.]]
This is your ''total'' weight. On the very bottom-right, when adding items to your clothing or backpack, you will see a white bar:
This is your ''total'' ''weight''. On the very bottom-right, when adding items to your clothing or backpack, you will see a white bar:
[[File:SQ2-arsenal-ui-weightbar.webp|none|thumb|The ACE arsenal weight bar.]]
[[File:SQ2-arsenal-ui-weightbar.webp|none|thumb|The ACE arsenal weight bar.]]
This is a visual representation of how full the clothing item/backpack you are inserting items into is.
This is a visual representation of how full the clothing item/backpack is.


When you select a firearm on the left, you will notice a small popup at the top left of the UI.
When you select a firearm on the left, you will notice a small popup at the top left of the UI.
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=== Kits ===
=== Kits ===
{{Note|Your kit should never possess a GPS device without the explicit approval of leadership in some manner.|type=error}}
{{Note|type=reminder|The tables below are collapsed by default to save space. Click <code>Expand</code> to reveal them.}}
 
The bare minimum necessities you need in 99% of cases are the following.
The bare minimum necessities you need in 99% of cases is the following.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
!Item
!Item
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|Magazines
|Magazines
|-
|-
|Magazine for Auto-riflemen
|Magazine for Auto-rifleman
|(Team Dependent)
|(Team Dependent)
|Magazines
|Magazines
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Operation leaders are not obligated to follow this section's guidance so long as the deviation is ''intentional''. However, if it isn't clear that it is, and your kit is lacking in the above, you should speak up.
Operation leaders are not obligated to follow this section's guidance so long as the deviation is ''intentional''. However, if it isn't clear that it is, and your kit is lacking in the above, you should speak up.


Many roles {{Emdash}} and sometimes it's specified for a whole element {{Emdash}} have something called a ''march load''. This is the '''maximum''' weight a kit for that role may have. This is set to balance firepower and stamina consumption. You should meet this load as closely as possible. You may intuitively believe that being very underweight is a positive, but it's more likely you will cause yourself problems later.
Many roles {{Emdash}} and sometimes it's specified for a whole element {{Emdash}} have something called a ''march load''. This is the '''maximum''' weight a kit for that role may have. This is set to maintain a balance between firepower and one's stamina consumption. You should meet this load as closely as possible. You may intuitively believe that being very underweight is a positive, but it's more likely you will cause yourself problems later.


The following is the example of a riflemen kit with a march load of 60 pounds.
The following is the example of a rifleman kit with a march load of 60 pounds.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
!Item
!Item
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|1
|1
|}
|}
This solder is wearing a light plate-carrier and light backpack. With only their clothing and weaponry they weight 37.8 pounds. All of the above added raises it to 59.7 pounds. Note how most of the changes are from adding bandages, grenades, and magazines. Those items, along with what you are wearing, are usually the biggest contributors to weight. If you are ''confident'' you have everything, and you are underweight, it never hurts to have more of those 3 things.
This solder is wearing a light plate-carrier and light backpack. With only their clothing and weapons they weigh 37.8 pounds. All of the above added raises it to 59.7 pounds. Note how most of the changes come from adding bandages, grenades, and magazines. If you are confident you have everything but are underweight, it never hurts to carry more of these 3 items.


Note the above kits are '''examples'''. Ultimately, what to add in your kit is going to depend on the operation. The above is meant to give you a foundation to learn from.
Note the above kits are '''examples'''. Ultimately, what to add in your kit is going to depend on the operation. The above is meant to give you a foundation to learn from.


=== Recommended riflemen weight ===
=== Recommended rifleman weight ===
The recommended weight for the basic riflemen, presuming a march load is not set and you are told to make a kit, is 60 pounds. The advised weight for the other roles, such as {{Abbr|AT|Anti-Tank}} or medic, will be defined in their specific certifications.
The recommended weight for the basic rifleman, presuming a march load is not set and you are told to make a kit, is 60 pounds. The advised weight for the other roles, such as {{Abbr|AT|Anti-Tank}} or medic, will be defined in their specific certifications.


=== Buddy check ===
=== Buddy check ===
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# Holster your weapon entirely by pressing {{Key press|0}}.
# Holster your weapon entirely by pressing {{Key press|0}}.
# Use ACE self-interact and select the option where you surrender.
# Use ACE self-interact and select the option to surrender.
# Your buddy will then use normal ACE interaction to open your inventory which was made possible with your surrender.
# Your buddy will then use normal ACE interaction to open your inventory which was made possible with your surrender.


You will then do the same for your buddy. Or vice versa.
You will then do the same for your buddy.


== Advanced weapons ==
== Advanced weapons ==
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All firearms have an effective range. The range of your firearm is shown above your stamina bar (see above image). The range indicates that when you aim with a scope or iron-sight, not accounting for factors such as wind, the bullet is expected to reach that range at the middle of your crosshair before being affected by bullet drop.  
All firearms have an effective range. The range of your firearm is shown above your stamina bar (see above image). The range indicates that when you aim with a scope or iron-sight, not accounting for factors such as wind, the bullet is expected to reach that range at the middle of your crosshair before being affected by bullet drop.  


An iron-sight is ranged in meters. A red-dot sight, and some low to medium-low power scopes, are all set to a pre-determined range which will be indicated as shown above. Longer scopes, especially sniper scopes, are measured in <code>mils</code>, and the scope can be adjusted to range closer or farther. For such scopes, {{Key press|Page Up}} or {{Key press|Page Down}} will adjust vertically and {{Key press|Shift|Page Up}} or {{Key press|Shift|Page Down}} will adjust horizontally. A vertical adjustment is to account for bullet drop; a horizontal adjustment is to account for wind.
An iron-sight is ranged in meters. A red-dot sight, and some low to medium-low scopes, are all set to a pre-determined range which will be indicated as shown above.  
 
Longer scopes, especially sniper scopes, are measured in <code>mils</code>, and the scope can be adjusted to range closer or farther. For such scopes, {{Key press|Page Up}} or {{Key press|Page Down}} will adjust vertically and {{Key press|Shift|Page Up}} or {{Key press|Shift|Page Down}} will adjust horizontally. A vertical adjustment is to account for bullet drop; a horizontal adjustment is to account for wind.


For the purposes of SQ-2 you only need to know that ranging exists, why you would do it (to increase your accuracy at different distances), and how to vertically adjust.
For the purposes of SQ-2 you only need to know that ranging exists, why you would do it (to increase your accuracy at different distances), and how to vertically adjust.
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=== BF-888S (Baofeng) ===
=== BF-888S (Baofeng) ===
[[File:SQ2-radio-baofeng.png|none|thumb|311x311px|Official image of the BF-888S.]]
[[File:SQ2-radio-baofeng.png|none|thumb|311x311px|Official image of the BF-888S.]]
The [https://acre2.idi-systems.com/wiki/radios/bf-888s BF-888S] (colloquially called "Baofeng") is a 5W<ref>Watt; wattage.</ref> 4-5km portable radio. The radio consists of 2 dials, the one on the left for selecting between 16 channels, and the one on the right for volume. It is equivalent to the [[Standard Qualification 1#Radio manipulation|AN/PRC-343]] in function, just not preferred by EDC. Note that this radio cannot communicate to 343s.
The [https://acre2.idi-systems.com/wiki/radios/bf-888s BF-888S] (colloquially called "Baofeng") is a 5W<ref>Watt; wattage.</ref> 4-5km portable radio. The radio consists of 2 dials, the one on the left for selecting between 16 channels, and the one on the right for volume. It is equivalent to the [[Standard Qualification 1#Radio manipulation|AN/PRC-343]] in function, just not preferred by EDC. Note that this radio cannot communicate with 343s.


=== Programmable radios ===
=== Programmable radios ===
The following radios have default channels determined by changeable frequency and can display optional channel names. They will also work with each other out of the box.
The following radios feature default channels. Their frequencies can be changed, they can display optional channel names, and they will work with each other out of the box.


==== AN/PRC-148 (148) ====
==== AN/PRC-148 (148) ====
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==== AN/PRC-117F (117) ====
==== AN/PRC-117F (117) ====
[[File:SQ2-radio-117f.png|none|thumb|440x440px|Official image of the AN/PRC-117f]]
[[File:SQ2-radio-117f.png|none|thumb|440x440px|Official image of the AN/PRC-117F]]
The [https://acre2.idi-systems.com/wiki/radios/an-prc-117f AN/PRC-117f] (colloquially called "117") is a 20W radio with 10-20km of range, often mounted in vehicles. On the LCD screen is the preset channel selected. On the bottom left of the keypad is a volume up and down button. On the bottom right of the keypad is a button to go up or down the channel presets.
The [https://acre2.idi-systems.com/wiki/radios/an-prc-117f AN/PRC-117F] (colloquially called "117") is a 20W radio with 10-20km of range, often mounted in vehicles. On the LCD screen is the preset channel selected. On the bottom left of the keypad is a volume up and down button. On the bottom right of the keypad is a button to go up or down the preset channels.


=== Older technology ===
=== Older technology ===
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The [https://acre2.idi-systems.com/wiki/radios/an-prc-77 AN/PRC-77] (colloquially called "77") is a 4W 1-3km range radio introduced during Vietnam in 1968. It is usually held by a dedicated radioman or mounted in a vehicle.  
The [https://acre2.idi-systems.com/wiki/radios/an-prc-77 AN/PRC-77] (colloquially called "77") is a 4W 1-3km range radio introduced during Vietnam in 1968. It is usually held by a dedicated radioman or mounted in a vehicle.  


The radio covers a wide range of frequencies. Use the 2 tuning dials on the left and right of the number display to set frequency. The band switch switches between higher and lower frequencies granting more radio traffic options. The volume knob is properly labeled and works as one might expect.
Use the 2 tuning dials on the left and right of the number display to set frequency. The band switch changes between higher and lower frequencies granting more radio traffic options. The volume knob is properly labeled and works as one might expect.


==== SEM 52 SL (SEM52) ====
==== SEM 52 SL (SEM52) ====
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==== SEM 70 (SEM70) ====
==== SEM 70 (SEM70) ====
{{Note|To change frequency the middle knob to the top right must be set to "HW".|type=reminder}}[[File:SQ2-radio-sem70.png|none|thumb|430x430px|Official image of the SEM 70.]]
{{Note|To change frequency the mode selector knob must be set to "HW".|type=reminder}}[[File:SQ2-radio-sem70.png|none|thumb|430x430px|Official image of the SEM 70.]]
The [https://acre2.idi-systems.com/wiki/radios/sem-70 SEM 70] (colloquially called "SEM70") is German man-pack 4W 1-3km range radio from 1984. It is usually held by a dedicated radioman or mounted in a vehicle. At the top left the black button labeled “ANZEIGE”<ref>German. Has multiple translations; in this context it's likely "display".</ref> show the current frequency. The MHz<ref>Megahertz.</ref> and kHz<ref>Kilohertz.</ref> knobs flanking the frequency display are used for adjusting the frequency.
The [https://acre2.idi-systems.com/wiki/radios/sem-70 SEM 70] (colloquially called "SEM70") is German manpack 4W 1-3km range radio from 1984. It is usually held by a dedicated radioman or mounted in a vehicle. At the top left the black button labeled “ANZEIGE”<ref>German. Has multiple translations; in this context it's likely "display".</ref> shows the current frequency. The MHz<ref>Megahertz.</ref> and kHz<ref>Kilohertz.</ref> knobs flanking the frequency display are used for adjusting the frequency.


=== Vehicle racks ===
=== Vehicle racks ===
A vehicle rack is a radio mounted to a vehicle. These are usually preferred for long-range communication because they have much better range than anything hand held. Accessing a vehicle rack is sometimes locked to specific vehicle seats. A vehicle rack can sometimes be accessed from outside the vehicle, but you usually need to get in and out at least once for it to work.  
A vehicle rack is a radio mounted to a vehicle. These are preferred for long-range communication because they have better range than a hand-held. Accessing a vehicle rack is sometimes locked to specific vehicle seats. A vehicle rack can also sometimes be accessed from outside the vehicle, but you usually need to get in and out at least once for it to work.  


=== Multiple radios ===
=== Multiple radios ===
{{Note|It is strongly advised that PTT3's {{Key press|LAlt|Caps Lock}} be changed to something else, as {{Key press|LAlt}} is for free look and the binds will conflict.|type=reminder}}
{{Note|It is strongly advised that PTT3's {{Key press|LAlt|Caps Lock}} be changed to something else, as {{Key press|LAlt}} is for free look and the binds conflict.|type=reminder}}


Sometimes, especially for leadership roles, a person will operate more than 1 radio. This is usually a combination of short (e.g Baofeng, 343) and long range (e.g 152, 148) radios. One can hear as many radios as they can carry, but ACRE2 only lets you have a key to talk on 3 at a time.
Sometimes, especially for leadership roles, a person will operate more than 1 radio. This is usually a combination of short (e.g Baofeng, 343) and long-range (e.g 152, 148) radios. One can hear as many radios as they can carry, but ACRE2 only lets you have a key to talk on 3 at a time.


The keybind to talk on the radios correspond to the PTT1-3 settings for ACRE2. Which of your radios corresponds to what key is determined by the order the radios entered your inventory. The inventory usually tells you what number is associated with what radio.
The keybinds for talking on your radios (PTT1, PTT2, PTT3) are set in ACRE2. The specific radio assigned to each PTT key depends on the order you added them to your inventory. Your inventory screen will typically indicate which number is associated with that radio.


By default PTT1 is {{Key press|Caps Lock}}, PTT2 is {{Key press|LCtrl|Caps Lock}}, and PTT3 is {{Key press|LAlt|Caps Lock}}.
By default PTT1 is {{Key press|Caps Lock}}, PTT2 is {{Key press|LCtrl|Caps Lock}}, and PTT3 is {{Key press|LAlt|Caps Lock}}.
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== Advanced communication ==
== Advanced communication ==
=== Controlled and uncontrolled environments ===
=== Controlled and uncontrolled environments ===
Certain radio frequencies are ''controlled'' or ''uncontrolled''. Controlled environments have strict standards on "procedure words" and brevity, while uncontrolled environments do not. Short range radios are usually uncontrolled. Long range radios are usually controlled.
Certain radio frequencies are ''controlled'' or ''uncontrolled''. Controlled environments have strict standards on "procedure words" and brevity, while uncontrolled environments do not. Short-range radios are usually uncontrolled. Long range radios are usually controlled.


=== Over and Out ===
=== Over and Out ===
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"Roger" indicates a message is received. EDC also commonly uses "copy" and "copy that" to indicate this. "Wilco" is slightly different, indicating a message with an ''order'' is received ''and'' will be carried out.
"Roger" indicates a message is received. EDC also commonly uses "copy" and "copy that" to indicate this. "Wilco" is slightly different, indicating a message with an ''order'' is received ''and'' will be carried out.


Unless stated otherwise by leadership, strict adherence to separating the use of "roger" versus "wilco" is unnecessary. For certification, you are simply expected to know that the 2 responses have different meanings.
Unless stated otherwise by leadership, adherence to separating the use of "roger" versus "wilco" is unnecessary. For certification, you are simply expected to know that the 2 responses have different meanings.


=== ACE reports ===
=== ACE reports ===
You may sometimes be asked to make an "ACE report". This is done by using the stoplight color system, plus black, to indicate your condition. ACE report requests are usually specific, like "how's everyone's ammo" or some such. If not specific, do your best to encompass your condition in totality with a single color.
You may sometimes be asked to make an "ACE report". This is done by using the stoplight color system, plus black, to indicate your condition. ACE report requests are usually specific, like "how's everyone's ammo" or some such. If not specific, do your best to encompass your total condition with a single color.


The following table provides examples of certain ACE reports and what a particular response would mean.
The following table provides examples of certain ACE reports and what a particular response would mean.
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{{Note|Visualizing combat stances in 3rd person at least once is advisable.|type=reminder}}
{{Note|Visualizing combat stances in 3rd person at least once is advisable.|type=reminder}}
[[File:Sq2-combat-stance-2.JPG|thumb|The stance indicator reflecting that the player is using the crouch's ''high'' variation.]]
[[File:Sq2-combat-stance-2.JPG|thumb|The stance indicator reflecting that the player is using the crouch's ''high'' variation.]]
[[File:Sq2-combat-stance.JPG|thumb|The left image is a soldier performing a crouch. The right is after {{Key press|Shift|S}}.|336x336px|none]]In Arma, there are combat stances. One type is a step lean, where your character steps in the specified direction without changing their facing. The other is simply a high and low variation of standing, crouching, and being prone.
[[File:Sq2-combat-stance.JPG|thumb|The left image is a soldier performing a crouch. The right is after {{Key press|LCtrl|S}}.|336x336px|none]]In Arma, there are combat stances. One type is a step lean, where your character steps in the specified direction without changing their facing. The other is simply a high and low variation of standing, crouching, and being prone.


To perform a specific stance, press {{Key press|Shift}} followed by {{Key press|W}}, {{Key press|A}}, {{Key press|S}}, or {{Key press|D}}.
To perform a specific stance, press {{Key press|LCtrl}} followed by {{Key press|W}}, {{Key press|A}}, {{Key press|S}}, or {{Key press|D}}.


* {{Key press|Shift|W}} will perform the ''high'' variation of a given stance.
* {{Key press|LCtrl|W}} will perform the ''high'' variation of a given stance.
* {{Key press|Shift|S}} will perform the ''low'' variation of a given stance.
* {{Key press|LCtrl|S}} will perform the ''low'' variation of a given stance.
* {{Key press|Shift|A}} will perform a step lean to the left ''and'' change your weapon to the left shoulder.  
* {{Key press|LCtrl|A}} will perform a step lean to the left ''and'' change your weapon to the left shoulder.  
** Useful for covering or clearing a left-sided corner.
** Useful for covering or clearing a left-sided corner.
* {{Key press|Shift|D}} will perform a step lean to the right.
* {{Key press|LCtrl|D}} will perform a step lean to the right.


A step lean performed while prone will result in your character shifting to lay horizontally with their upper body in the specified direction. Useful to cover a corner while prone.
A step lean performed while prone will result in your character shifting to lay horizontally with their upper body in the specified direction. Useful to cover a corner while prone.
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A common idea shown in media is that a car door will stop bullets. Aside from vehicles designed to be armored, a car door will ''not'' stop a bullet, and so in that scenario the door is concealment. The same goes even for (non-brick) walls {{Emdash}} the walls of modern residential buildings likely won't stop a bullet, and thus they are concealment.  
A common idea shown in media is that a car door will stop bullets. Aside from vehicles designed to be armored, a car door will ''not'' stop a bullet, and so in that scenario the door is concealment. The same goes even for (non-brick) walls {{Emdash}} the walls of modern residential buildings likely won't stop a bullet, and thus they are concealment.  


Video games represent these things as cover because it is easy and is expected behavior. However, Arma does ''not'' follow this trend. Bullets can and ''will'' go through non-armored cars, (some) walls, and other kinds of material.
Video games represent these things as cover because it is easy to develop and is expected behavior. However, Arma does ''not'' follow this trend. Bullets can and ''will'' go through non-armored cars, (some) walls, and other kinds of material.


Cover should always be preferred to concealment when possible. Concealment is more-so used when staying on the move, or bounding, and access to cover is spotty. In a firefight, proper cover should be prioritized immediately.
Cover should always be preferred to concealment when possible. Concealment is more-so used when staying on the move, or bounding, and access to cover is spotty. In a firefight, proper cover should be prioritized immediately.