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* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job sucks, so it is often given to the newest member of the squad, who might as well be the youngest! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also because the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.

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* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job sucks, so it is often given to the newest member of the squad, [[TheBabyOfTheBunch who might as well be the youngest! youngest]]! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also because the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.

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* The DesignatedPointMan. A combination of both TheSneakyGuy and TheBigGuy; He's the guy who goes in ''first''; The guy who does recon, and the guy who analyzes the situation before giving everyone clearance to move in. He's essentially bait for the enemy team, and as a result, the guy chosen for this role must have high survivability and high combat ability. Tends to use a standard issue rifle, and have a rather basic equipment set.
!'''Potential Subversions'''
* Instead of having a grizzled, experienced, and musclebound {{hunk}} as TheBigGuy (for the Automatic Rifleman, the Breacher, and the Grenadier), how about a lithe, HotBlooded, and spunky StockShonenHero who's the NewMeat and essentially EveryonesBabyBrother?

!'''Departments'''



!!'''Prop Department'''
Guns guns guns. The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single cool [[SelectiveHistoricalArmory or]] rare firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.

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!!'''Prop Department'''
Guns guns guns.

The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single cool [[SelectiveHistoricalArmory or]] rare firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.
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* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job sucks, so it is often given to the newest member of the squad, who might well be the youngest! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also because the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.

to:

* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job sucks, so it is often given to the newest member of the squad, who might as well be the youngest! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also because the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.



* Machine guns such as the [=M249=] or M27 are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued. Occasionally, if the machine gunner in question is TheBigGuy, they might access to [[GatlingGood Miniguns]].

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* Machine guns such as the [=M249=] or M27 [=M27=] are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued. Occasionally, if the machine gunner in question is TheBigGuy, they might access to [[GatlingGood Miniguns]].
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Trope was cut/disambiguated due to cleanup


Guns guns guns. The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single [[CoolGuns cool]] [[SelectiveHistoricalArmory or]] rare firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.

to:

Guns guns guns. The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single [[CoolGuns cool]] cool [[SelectiveHistoricalArmory or]] rare firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.
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* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid, and sometimes becoming a flat out CombatMedic. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman. This role also be given to [[TheSmurfettePrinciple the one female in the group]], allowing them to carry out the function of TheHeart or developing a TeamMom tendency.

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* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid, and sometimes becoming a flat out CombatMedic. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman. This role also be given to [[TheSmurfettePrinciple the one female in the group]], allowing them to carry out the function of TheHeart or developing a TeamMom tendency. Combat medics are protected by Chapter IV, Article 25 of the Geneva Convention and knowingly firing at a medic wearing clear insignia is considered a war crime. While many combat medics carry small arms, they lose that Geneva Convention protection if they use them so the squad's medic might end up being a BadassPacifist.
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Cleanup of wicks to disambiguated trope


* MedalOfHonor and the latter Battlefield games are great examples of squads with varied roles and individual characters, especially the Bad Company series. Another good example in video games is Star Wars Republic Commando.
* ZeroDarkThirty is a good reference for the use of marksmen and breachers, as is AmericanSniper.

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* MedalOfHonor VideoGame/MedalOfHonor and the latter Battlefield games are great examples of squads with varied roles and individual characters, especially the Bad Company series. Another good example in video games is Star Wars Republic Commando.
* ZeroDarkThirty ''Film/ZeroDarkThirty'' is a good reference for the use of marksmen and breachers, as is AmericanSniper.''Film/AmericanSniper''.
Is there an issue? Send a MessageReason:
Cleanup of wicks to disambiguated trope


* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid, and sometimes becoming a flat out CombatMedic. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman. This role also be given to TheChick, allowing them to carry out the function of TheHeart or developing a TeamMom tendency.

to:

* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid, and sometimes becoming a flat out CombatMedic. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman. This role also be given to TheChick, [[TheSmurfettePrinciple the one female in the group]], allowing them to carry out the function of TheHeart or developing a TeamMom tendency.


Guns guns guns. The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single [[CoolGuns cool]] [[SelectiveHistoricalArmory or]] [[RareGuns rare]] firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.

to:

Guns guns guns. The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single [[CoolGuns cool]] [[SelectiveHistoricalArmory or]] [[RareGuns rare]] rare firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.
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Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-[=WW2=] military or law enforcement squads, but there's no reason why the tropes can't be used for TwentyMinutesIntoTheFuture, or HighFantasy. Note, a squad in a NATO military is a 10-15 man unit; the FiveManBand that video games like to call squads are actually fireteams, and there are most usually 2, sometimes 3 of them in a squad.

to:

Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-[=WW2=] military or law enforcement squads, but there's no reason why the tropes can't be used for TwentyMinutesIntoTheFuture, or HighFantasy. Note, a Note: A squad in a NATO military is a 10-15 man unit; the FiveManBand that video games like to call squads are actually fireteams, and there are most usually often 2, sometimes 3 of them in a squad.
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Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 military or law enforcement squads, but there's no reason why the tropes can't be used for TwentyMinutesIntoTheFuture, or HighFantasy. Note, a squad in a NATO military is a 10-15 man unit; the FiveManBand that video games like to call squads are actually fireteams, and there are most usually 2, sometimes 3 of them in a squad.

to:

Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 post-[=WW2=] military or law enforcement squads, but there's no reason why the tropes can't be used for TwentyMinutesIntoTheFuture, or HighFantasy. Note, a squad in a NATO military is a 10-15 man unit; the FiveManBand that video games like to call squads are actually fireteams, and there are most usually 2, sometimes 3 of them in a squad.
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* The Grenadier will either use a M4 or AK family of weapon with a GrenadeLauncher fitted underneath, or a larger standalone type, be it [=M32 MGL=], or rocket launchers like [=AT4=] or [=RPG=7=]. Alternatively, [[GrenadeSpam a stash of grenades and C4]] are popular for people who [[ThrowDownTheBomblet embrace the power of explosions]].

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* The Grenadier will either use a M4 or AK family of weapon with a GrenadeLauncher fitted underneath, or a larger standalone type, be it [=M32 MGL=], or rocket launchers like [=AT4=] or [=RPG=7=].[=RPG-7=]. Alternatively, [[GrenadeSpam a stash of grenades and C4]] are popular for people who [[ThrowDownTheBomblet embrace the power of explosions]].
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* The Grenadier will either use an M4 or AK family of weapon with a GrenadeLauncher fitted underneath, or a larger standalone type, be it [=M32 MGL=], [=AT4=] or [=RPG=7=]. Alternatively, [[GrenadeSpam a stash of grenades and C4]] are popular for people who [[ThrowDownTheBomblet embrace the power of explosions]].

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* The Grenadier will either use an a M4 or AK family of weapon with a GrenadeLauncher fitted underneath, or a larger standalone type, be it [=M32 MGL=], or rocket launchers like [=AT4=] or [=RPG=7=]. Alternatively, [[GrenadeSpam a stash of grenades and C4]] are popular for people who [[ThrowDownTheBomblet embrace the power of explosions]].

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* TheLeader, CommunicationsOfficer, and TheMedic will usually all be equipped with a carbine or submachine gun. Good examples of this include the M4 and the AK family of weapons. The Grenadier will either use a version of this with a GrenadeLauncher fitted underneath, or a larger standalone type.

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* TheLeader, CommunicationsOfficer, and TheMedic will usually all be equipped with a carbine or submachine gun. Good examples of this include the M4 and the AK family of weapons. The Grenadier will either use a version of this with a GrenadeLauncher fitted underneath, or a larger standalone type.



* Machine guns such as the [=M249=] or M27 are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued.

to:

* Machine guns such as the [=M249=] or M27 are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued. Occasionally, if the machine gunner in question is TheBigGuy, they might access to [[GatlingGood Miniguns]].


Added DiffLines:

* The Grenadier will either use an M4 or AK family of weapon with a GrenadeLauncher fitted underneath, or a larger standalone type, be it [=M32 MGL=], [=AT4=] or [=RPG=7=]. Alternatively, [[GrenadeSpam a stash of grenades and C4]] are popular for people who [[ThrowDownTheBomblet embrace the power of explosions]].
Is there an issue? Send a MessageReason:
None


Occasionally special forces get to use non-standard weapons, but if they do, it's almost certainly something that takes a standard issue round if not the standard magazines, too. Think Delta operators using the [=HK416=], which is a limited issue weapon that uses both the 5.56x45 round and the STANAG magazines of the M4. A more extreme example from real life is the USMC's MARSOC approving the 9x19 Glock 19 (not an issue weapon, but uses the issue 9x19 caliber) for use by special operations marines in place of the standard US military 9x19 Beretta M9 or MARSOC's own 45ACP [=M45a1] (modified [=M1911=]). Cool personal weapons are the exception and not the rule, and as time marches on, standardization becomes increasingly =strict. A team composed of a guy with an M4, a guy with an M14, a guy with a SAW, a guy with an [=M240B=], and a guy with an [=M1014=] would be a logistics nightmare, because 5 different weapons use 3 different calibers, none of them can share feed systems (the SAW can sorta use M4 magazines suboptimally), only 2 weapons are optimized for quick fire and maneuver, 40% of the weapons lack versatility, 3 of the weapons have reduced firepower and increased weight compared to alternatives. What is far more plausible is three guys with M4's, one with an M14, and one with a SAW.\

to:

Occasionally special forces get to use non-standard weapons, but if they do, it's almost certainly something that takes a standard issue round if not the standard magazines, too. Think Delta operators using the [=HK416=], which is a limited issue weapon that uses both the 5.56x45 round and the STANAG magazines of the M4. A more extreme example from real life is the USMC's MARSOC approving the 9x19 Glock 19 (not an issue weapon, but uses the issue 9x19 caliber) for use by special operations marines in place of the standard US military 9x19 Beretta M9 or MARSOC's own 45ACP [=M45a1] [=M45a1=] (modified [=M1911=]). Cool personal weapons are the exception and not the rule, and as time marches on, standardization becomes increasingly =strict. A team composed of a guy with an M4, a guy with an M14, a guy with a SAW, a guy with an [=M240B=], and a guy with an [=M1014=] would be a logistics nightmare, because 5 different weapons use 3 different calibers, none of them can share feed systems (the SAW can sorta use M4 magazines suboptimally), only 2 weapons are optimized for quick fire and maneuver, 40% of the weapons lack versatility, 3 of the weapons have reduced firepower and increased weight compared to alternatives. What is far more plausible is three guys with M4's, one with an M14, and one with a SAW.\
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* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman.
* The Designated Marksman. This is the squad level of the sniper, still focusing on precision shooting, but with less emphasis on camouflage and concealment. Can be either ColdSniper or FriendlySniper.

to:

* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid. aid, and sometimes becoming a flat out CombatMedic. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman.
woman. This role also be given to TheChick, allowing them to carry out the function of TheHeart or developing a TeamMom tendency.
* The Designated Marksman. Yet another role fitting for TheSmartGuy. This is the squad level of the sniper, still focusing on precision shooting, but with less emphasis on camouflage and concealment. Can be either ColdSniper or FriendlySniper.



* The Grenadier. This is another candidate for TheLancer, and is often second in command. Responsible for using a handheld GrenadeLauncher to attack far away targets. In SWAT teams, can often be found with a tear gas launcher to provide a non-lethal option.

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* The Grenadier. This is another candidate for TheLancer, and is often second in command. Responsible for using a handheld GrenadeLauncher to attack far away targets. In SWAT teams, can often be found with a tear gas launcher to provide a non-lethal option. Occasionally TheBigGuy would carry out the job with an [[{{BFG}} absurdly huge gun]], or [[StuffBlowingUp a stash of grenades]].



* The Designated Marksman will likely use a larger caliber variant of the standard assault rifle, such as the M110, or an older model battle rifle such as the M14. Scopes, bipods, and match-grade ammunition are also necessary.
* Machine guns such as the M249 or M27 are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued.

to:

* The Designated Marksman will likely use a larger caliber variant of the standard assault rifle, such as the M110, [=M110=], or an older model battle rifle such as the M14. Scopes, bipods, and match-grade ammunition are also necessary.
necessary. For ranged combat, they may resort to using sniper rifles such as [=PSG-1=], [=AWP=], or even [[{{BFG}} M82A1]].
* Machine guns such as the M249 [=M249=] or M27 are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued.



Occasionally special forces get to use non-standard weapons, but if they do, it's almost certainly something that takes a standard issue round if not the standard magazines, too. Think Delta operators using the HK416, which is a limited issue weapon that uses both the 5.56x45 round and the STANAG magazines of the M4. A more extreme example from real life is the USMC's MARSOC approving the 9x19 Glock 19 (not an issue weapon, but uses the issue 9x19 caliber) for use by special operations marines in place of the standard US military 9x19 Beretta M9 or MARSOC's own 45ACP M45a1 (modified M1911). Cool personal weapons are the exception and not the rule, and as time marches on, standardization becomes increasingly strict. A team composed of a guy with an M4, a guy with an M14, a guy with a SAW, a guy with an M240B, and a guy with an M1014 would be a logistics nightmare, because 5 different weapons use 3 different calibers, none of them can share feed systems (the SAW can sorta use M4 magazines suboptimally), only 2 weapons are optimized for quick fire and maneuver, 40% of the weapons lack versatility, 3 of the weapons have reduced firepower and increased weight compared to alternatives. What is far more plausible is three guys with M4's, one with an M14, and one with a SAW.\

to:

Occasionally special forces get to use non-standard weapons, but if they do, it's almost certainly something that takes a standard issue round if not the standard magazines, too. Think Delta operators using the HK416, [=HK416=], which is a limited issue weapon that uses both the 5.56x45 round and the STANAG magazines of the M4. A more extreme example from real life is the USMC's MARSOC approving the 9x19 Glock 19 (not an issue weapon, but uses the issue 9x19 caliber) for use by special operations marines in place of the standard US military 9x19 Beretta M9 or MARSOC's own 45ACP M45a1 [=M45a1] (modified M1911). [=M1911=]). Cool personal weapons are the exception and not the rule, and as time marches on, standardization becomes increasingly strict. =strict. A team composed of a guy with an M4, a guy with an M14, a guy with a SAW, a guy with an M240B, [=M240B=], and a guy with an M1014 [=M1014=] would be a logistics nightmare, because 5 different weapons use 3 different calibers, none of them can share feed systems (the SAW can sorta use M4 magazines suboptimally), only 2 weapons are optimized for quick fire and maneuver, 40% of the weapons lack versatility, 3 of the weapons have reduced firepower and increased weight compared to alternatives. What is far more plausible is three guys with M4's, one with an M14, and one with a SAW.\
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* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic band of survivors wouldn't usually have access to air support, for example. Special forces, such as Delta, the Navy [=SEALs=], and the British SAS are a rich source of squad based adventure.

to:

* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic apocalyptic band of survivors wouldn't usually have access to air support, for example. Special forces, such as Delta, the Navy [=SEALs=], and the British SAS are a rich source of squad based adventure.



* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job ucks, so it is often given to the newest member of the squad, who might well be the youngest! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also becuase the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.
* The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery. In modern settings, this is one of the roles that can be filled by a female soldier. In some forces, such as the [=SEALs=], this can be an Air Force NCO attached for this purpose (the 2010 Medal of Honor reboot has a good examplke of this).

to:

* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job ucks, sucks, so it is often given to the newest member of the squad, who might well be the youngest! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also becuase because the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.
* The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery. In modern settings, this is one of the roles that can be filled by a female soldier. In some forces, such as the [=SEALs=], this can be an Air Force NCO attached for this purpose (the 2010 Medal of Honor reboot has a good examplke example of this).



* The Designated Marksman will likely use a larger caliber varient of the standard assault rifle, such as the M110, or an older model battle rifle such as the M14. Scopes, bipods, and match-grade ammunition are also necessary.

to:

* The Designated Marksman will likely use a larger caliber varient variant of the standard assault rifle, such as the M110, or an older model battle rifle such as the M14. Scopes, bipods, and match-grade ammunition are also necessary.



* The Breacher is likely to use a shotgun, either as a main weapon, or a smaller sawn off secondary weapon, in addition to breaching charges and battering rams.

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* The Breacher is likely to use a shotgun, either as a main weapon, or a smaller sawn off sawn-off secondary weapon, in addition to breaching charges and battering rams.

Added: 2489

Changed: 492

Is there an issue? Send a MessageReason:
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Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 military or law enforcement squads, but there's no reason why the tropes can't be used for TwentyMinutesIntoTheFuture, or HighFantasy.

to:

Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 military or law enforcement squads, but there's no reason why the tropes can't be used for TwentyMinutesIntoTheFuture, or HighFantasy. Note, a squad in a NATO military is a 10-15 man unit; the FiveManBand that video games like to call squads are actually fireteams, and there are most usually 2, sometimes 3 of them in a squad.



* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job is often given to the newest member of the squad, who might well be the youngest!). Also usually a very headstrong, hot blooded character.

to:

* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job ucks, so it is often given to the newest member of the squad, who might well be the youngest!). youngest! This is to not only to keep ranking FNG's within arm's reach of either the leader or his second, but also becuase the NewMeat is least able to avoid the fun chore of lugging a dedicated MG plus the ammunition plus spare barrels.) -- Also usually a very headstrong, hot blooded character.



!!'''Prop Department'''
Guns guns guns. The equipment of a squad depends on their service and era. Avoid the temptation to avoid just throwing together every single [[CoolGuns cool]] [[SelectiveHistoricalArmory or]] [[RareGuns rare]] firearm. Real squads have to worry about logistics, availability, permission, support, training, and so many other things which dictate the arms they use. This is something to be especially wary of for squads from countires which technically have accepted and do have a wide variety of small arms, like Russia, but only produce a few of them in meaningful numbers and issue even fewer of them widely.
Occasionally special forces get to use non-standard weapons, but if they do, it's almost certainly something that takes a standard issue round if not the standard magazines, too. Think Delta operators using the HK416, which is a limited issue weapon that uses both the 5.56x45 round and the STANAG magazines of the M4. A more extreme example from real life is the USMC's MARSOC approving the 9x19 Glock 19 (not an issue weapon, but uses the issue 9x19 caliber) for use by special operations marines in place of the standard US military 9x19 Beretta M9 or MARSOC's own 45ACP M45a1 (modified M1911). Cool personal weapons are the exception and not the rule, and as time marches on, standardization becomes increasingly strict. A team composed of a guy with an M4, a guy with an M14, a guy with a SAW, a guy with an M240B, and a guy with an M1014 would be a logistics nightmare, because 5 different weapons use 3 different calibers, none of them can share feed systems (the SAW can sorta use M4 magazines suboptimally), only 2 weapons are optimized for quick fire and maneuver, 40% of the weapons lack versatility, 3 of the weapons have reduced firepower and increased weight compared to alternatives. What is far more plausible is three guys with M4's, one with an M14, and one with a SAW.\
Even all the various roles are likely to have the standard rifle, with the exception of the primary machinegunner and possibly the designated marksman. In reality, a NATO squad of 10 members often has 8 riflemen and 2 machinegunners. The grenadier is integrated with the squad leader. If there is a designated marksman, then there is likely only 1. Dedicated breachers are of an invention of media than reality -- yes, someone may have either a standalone shotgun or a shotgun attachment on their rifle, but the standalone shotgun is seldom the only weapon they carry.



Camouflage, body armour, and helmets are order of the day, with SWAT and counterterrorist teams using black or dark blue for intimidation in dark situations. Individual variations are minor - having each character in a completely different outfit is very rare in real life.

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Camouflage, body armour, and helmets are order of the day, with SWAT and counterterrorist teams using black or dark blue for intimidation in dark situations. Individual variations are minor - having each character in a completely different outfit is very rare in real life.life in any kind of outfit with even minimal regimentation.
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* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic band of survivors wouldn't usually have access to air support, for example. Special forces, such as Delta, the Navy Seals, and the British SAS are a rich source of squad based adventure.

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* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic band of survivors wouldn't usually have access to air support, for example. Special forces, such as Delta, the Navy Seals, [=SEALs=], and the British SAS are a rich source of squad based adventure.



* The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery. In modern settings, this is one of the roles that can be filled by a female soldier. In some forces, such as the SEALs, this can be an Air Force NCO attached for this purpose (the 2010 Medal of Honor reboot has a good examplke of this).

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* The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery. In modern settings, this is one of the roles that can be filled by a female soldier. In some forces, such as the SEALs, [=SEALs=], this can be an Air Force NCO attached for this purpose (the 2010 Medal of Honor reboot has a good examplke of this).
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* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic band of survivors wouldn't usually have access to air support, for example.

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* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic band of survivors wouldn't usually have access to air support, for example. Special forces, such as Delta, the Navy Seals, and the British SAS are a rich source of squad based adventure.



* MedalOfHonor and the latter Battlefield games are great examples of squads with varied roles and individual characters, especially the Bad Company series.

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* MedalOfHonor and the latter Battlefield games are great examples of squads with varied roles and individual characters, especially the Bad Company series. Another good example in video games is Star Wars Republic Commando.

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* The Grenadier. This is another candidate for TheLancer, and is often second in command. Responsible for using handheld GrenadeLaunchers to attack far away targets. In SWAT teams, can often be found with a tear gas launcher to provide a non-lethal option.
!'''Pitfalls'''
!'''Potential Subversions'''
!'''Writers' Lounge'''
!!'''Suggested Themes and Aesops'''
!!'''Potential Motifs'''
!!'''Suggested Plots'''
!'''Departments'''
!!'''Set Designer''' / '''Location Scout'''

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* The Grenadier. This is another candidate for TheLancer, and is often second in command. Responsible for using a handheld GrenadeLaunchers GrenadeLauncher to attack far away targets. In SWAT teams, can often be found with a tear gas launcher to provide a non-lethal option.
!'''Pitfalls'''
!'''Potential Subversions'''
!'''Writers' Lounge'''
!!'''Suggested Themes and Aesops'''
!!'''Potential Motifs'''
!!'''Suggested Plots'''
!'''Departments'''
!!'''Set Designer''' / '''Location Scout'''
option.



Squad members usually all use similar weapons to allow for sharing of ammo, but some exceptions apply.
*TheLeader, CommunicationsOfficer, and TheMedic will usually all be equipped with a carbine or submachine gun. Good examples of this include the M4 and the AK family of weapons. The Grenadier will either use a version of this with a GrenadeLauncher fitted underneath, or a larger standalone type.
*The Designated Marksman will likely use a larger caliber varient of the standard assault rifle, such as the M110, or an older model battle rifle such as the M14. Scopes, bipods, and match-grade ammunition are also necessary.
*Machine guns such as the M249 or M27 are used by the Automatic Rifleman to provide covering fire, but in some situations, such as close quarter fighting or in a SWAT team, they may not be issued.
*The Breacher is likely to use a shotgun, either as a main weapon, or a smaller sawn off secondary weapon, in addition to breaching charges and battering rams.
*Some units issue pistols to each member of the squad, but in less elite units such as Rangers or Marines pistols are only issued to officers and specialist troops such as medics.



!!'''Casting Director'''
!!'''Stunt Department'''
!'''Extra Credit'''

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!!'''Casting Director'''
!!'''Stunt Department'''
!'''Extra Credit'''
Camouflage, body armour, and helmets are order of the day, with SWAT and counterterrorist teams using black or dark blue for intimidation in dark situations. Individual variations are minor - having each character in a completely different outfit is very rare in real life.



!!'''The Epic Fails'''

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!!'''The Epic Fails'''*MedalOfHonor and the latter Battlefield games are great examples of squads with varied roles and individual characters, especially the Bad Company series.
*ZeroDarkThirty is a good reference for the use of marksmen and breachers, as is AmericanSniper.

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Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 military or law enforcement squads, but there's no reason why the tropes can't be used for Twenty Minutes into the Future, or High Fantasy.

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Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 military or law enforcement squads, but there's no reason why the tropes can't be used for Twenty Minutes into the Future, TwentyMinutesIntoTheFuture, or High Fantasy.HighFantasy.



* TheMedic. Another candidate for TheSmartGuy,

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* TheMedic. Another candidate for TheSmartGuy, the squad medic is highly trained in battlefield first aid. This role is similar to the CommunicationsOfficer in that it can be an attachment from another service, and is another role that can be filled by a woman.
* The Designated Marksman. This is the squad level of the sniper, still focusing on precision shooting, but with less emphasis on camouflage and concealment. Can be either ColdSniper or FriendlySniper.
*The Breacher. The squad level version of the DemolitionsExpert, his job is to get in (and out) of the various buildings that the squad may encounter. Comes in two flavours, the DemolitionsExpert EOD specialist type, or TheBigGuy who is more likely to use battering rams or hammers for a DynamicEntry.
*The Grenadier. This is another candidate for TheLancer, and is often second in command. Responsible for using handheld GrenadeLaunchers to attack far away targets. In SWAT teams, can often be found with a tear gas launcher to provide a non-lethal option.

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* The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery.

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* The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery. In modern settings, this is one of the roles that can be filled by a female soldier. In some forces, such as the SEALs, this can be an Air Force NCO attached for this purpose (the 2010 Medal of Honor reboot has a good examplke of this).
* TheMedic. Another candidate for TheSmartGuy,
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* The Automatic Rifleman or Machine Gunner. Responsible for the heavy weapons side, normally a belt fed Light Machine Gun. Due to the size and weight of these weapons, as well as the sheer volume of fire they put out, it's normally TheBigGuy (RealityIsUnrealistic, in real life this job is often given to the newest member of the squad, who might well be the youngest!). Also usually a very headstrong, hot blooded character.
*The CommunicationsOfficer. Often also TheSmartGuy and TheLancer. Responsible for keeping in touch with home base, other units, and assets like air support and artillery.

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!'''Necessary Tropes'''

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!'''Necessary Tropes'''!'''Basics'''
Squad in this context means a small unit of specialists formed to carry out a task. This guide is really intended for post-WW2 military or law enforcement squads, but there's no reason why the tropes can't be used for Twenty Minutes into the Future, or High Fantasy.


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To make up a squad, you have to decide a few things...
* Time period. This decides several factors, such as equipment, squad roles (not much use in having a computer hacker in German-occupied Paris), and even factors like gender and race of the characters.
* Setting. Similar to time period, this helps to shape the type and role of the squad. A post apocolyptic band of survivors wouldn't usually have access to air support, for example.
!'''Roles'''
So now you've decided where and when your squad will operate, it's time to find out who.
*TheLeader. This is usually the main character for some reason. Often a SergeantRock, he gives the orders, keeps the squad in line, and is responsible to those higher up in the chain of command.
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So you've got an Action Movie, or maybe a Spy Thriller. You've got the badass main character. But they can't do everything themselves, surely? You need The Squad.
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!'''Necessary Tropes'''
!'''Choices, Choices'''
!'''Pitfalls'''
!'''Potential Subversions'''
!'''Writers' Lounge'''
!!'''Suggested Themes and Aesops'''
!!'''Potential Motifs'''
!!'''Suggested Plots'''
!'''Departments'''
!!'''Set Designer''' / '''Location Scout'''
!!'''Props Department'''
!!'''Costume Designer'''
!!'''Casting Director'''
!!'''Stunt Department'''
!'''Extra Credit'''
!!'''The Greats'''
!!'''The Epic Fails'''

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