Training 
      Guide: Part VI - Water 
      Combat Team Part II 
       
      ASSIGNING DUTIES 
        Any good water combat team needs specialists 
        for different duties. There is, of course, a leader whose job it is to 
        synthesize various information and come up with a plan of attack or defense. 
        A good team also needs a scout, standard "grunts" and perhaps 
        a special/heavy weapons officer. Other duties can include a munitions 
        officer (for ensuring water supply is decent) and a communications officer 
        for relaying messages, sending signals, etc. 
      Duties should be 
        assigned based both on the person and their weaponry. Someone who cannot 
        move too quickly would not make a good scout nor would someone using a 
        CPS 3000. At the same time, it's almost silly to use someone armed only 
        with an XP 40 as a "grunt" unless there is really no one else 
        available. 
      Weapon 
        Classifications (examples for each class given) 
      
        - Light: 
          SS 30,SS50, SS 
          MDS, XP 20, XP 40, 
          XP 70, XP 75, SC 
          400, SC 500
 
        - Medium: 
          SS 100, XP 110,XP 
          150, XXP 175, SC 
          600, SC Power Pak, CPS 
          1000
 
        - Heavy: 
          CPS 1500, CPS 2000, 
          CPS 2500
 
        - Extra-Heavy: 
          CPS 3000, Monster 
          XL
 
       
      Assigned 
        Duty 
      
        - LEADER: 
          Can use any weapon type, but leader's role is to coordinate attacks/defense 
          more than attacking. The leader should be able to quickly get the information 
          he/she needs and come up with good plans on how to strike at or defend 
          against the enemy. Brains are more important than braun.
 
        - COMMUNICATIONS 
          OFFICER: 
          Can use any weapon, but Light or Medium recommended. As a communications 
          officer, one must be able to move relatively quickly to relay messages. 
          Mobility is not as important if walkie-talkies are used.
 
        - MUNITIONS 
          OFFICER: 
          Medium or Heavy weaponry recommended. The munitions officer's job is 
          to watch over the stock-pile of water bottles, etc. for refilling. As 
          this resource may be a desired target by the enemy, decent weaponry 
          is recommended for protection.
 
        - "GRUNT": 
          Can use any weapon type though one Heavy/Medium and one Light weapon 
          combination recommended. "Grunts" make up the bulk of the 
          special mission force. As such, they need to be well armed, but not 
          too heavily that movement is restricted. "Grunts" should also 
          be very familiar with their weapons of choice as well as be able to 
          move at a good pace.
 
        - HEAVY 
          WEAPONS OFFICER: Heavy/Extra 
          Heavy weaponry recommended or a good mix of Heavy/Medium weaponry. The 
          Heavy Weapons Officer is the one who is not expected to move quickly, 
          but with that level of water power, moving quickly is not that important. 
          Heavy Weapons Officer's duties really come into play during assaults 
          or base defense. Their weaponry allows near water-saturation with just 
          a couple of shots, but their lack of mobility means that they should 
          be supported by "Grunts" to draw away fire.
 
        - SCOUT: 
          Light weaponry recommended though some can still move adequately using 
          medium or heavy weapons. Scouts need to travel quickly and lightly. 
          Scouts are not meant to directly engage the enemy, rather report their 
          position to the rest of the group so that a strike or counter-strike 
          can be made. Scouts should also be quick sprinters and good at hiding.
 
        - MECHANIC/DEMOLITIONS: 
          Light weaponry recommended though some can still move adequately using 
          a medium or heavy weapons. Mechanics should carry with them some various 
          tools (i.e. small screwdrivers, scissors, pocket knife, etc.) and materials 
          (i.e. duct tape, rope, etc.) to be able to make repairs on weapons in 
          the field or set-up traps/alarms/watermines. They may also be involved 
          in directly engaging the enemy but are more often used to cover the 
          rear or supply suppression fire to the "Grunts" and Heavy 
          Weapons Officers. Their main purpose, however, is repair, maintainance 
          and refilling the weaponry of the rest of the team and, of course, trap/alarm/watermine 
          set-up or disarming.
 
       
      Of course, depending 
        on how many people one has, one cannot always fill each position. In those 
        cases, different people can be assigned multiple duties still depending 
        on what weapons they have and what skills they possess. 
      
        Training 
          Guide: Part V | Training Guide: 
          Part VII 
      
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