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Anarcho-collectivism

Movement
High Command Defense Protocol
Vice President: Isaiah





































pg. 1


ACM High Command Defense Protocol

The information in this document is confidential to the Anarcho-
Collectivism Movement (ACM) and should not be disclosed to any other person or
establishment. It may not be reproduced in whole, or in part, nor may any of the
information contained therein be disclosed without the prior consent of the
directors of the ACM. A recipient may not solicit, directly or indirectly (whether
through an agent or otherwise) the participation of another institution or person
without the prior approval of the directors of the ACM. Failure to abide will result
in immediate Termination.


Contents

Forward (pg.2)
Letter from ISAIAH

Headquarters Construction (pg.3)
Location
Building
Fortification
Traps

Defense Procedures (pg.8)
Defending your Base
Invasion & Siege Tactics

Patrolling (pg.12)
Patrol Routes
Patrol Formations

Emergency Protocol (PG.13)
Contingency Plan




Forward
pg. 2


If I have not said so in person yet, I would like to welcome you to the Finest
Mercenary Establishment the outlands have to offer. Within this manual lies the
means to create and defend a base of Operations from even the most abominable
threats known to the Outlands. Using the protocols and tactics provided in this
guide, attention to detail is required; your very life may depend on it. With great
pleasure, I bestow upon you the information needed to outlast any worthy
opponent who would dare lay his feet on ACM Soil.


Isaiah
Vice President


The world is a dangerous place to live in; not because of the people who are evil,
but because of the people not willing to do anything

- Isaiah
Vice President
















Headquarters Construction

The core of any establishment not only lies with its members, but with its
base of operations. Here, the very Dealings/Assignments that pay for housing,
food, weapons and supplies are discussed and debated. Many members call this
pg. 3

place their home, not to mention, the prime location for training recruits. With any
large-scale base, it requires complete devotion from its members to secure it,
establish it, and prevent any enemy forces from collecting confidential information
such as this.

Location:

When scouring the outlands for a location to set up headquarters, many
factors must be taken into consideration. Naturally, environmental cover and
altitude are the prime components. If possible, utilize the high ground immediately.
This will allow you to have a commanding view of the entire battlefield and vast
line of sight. Taking the high ground also forces invading enemies to look up into
the brightness of sky, possibly blinding them under certain circumstances. It is
extremely hard to approach as defenders can fire upon invaders before they are
within retaliation range. To put it lightly, youre King of the castle.
Choosing natural barriers will also work to your advantage. If you encounter
building rubble, or mountainside rocks, consider this heavily, it could act as a
natural wall or choke point.











Building and Fortifying an H.Q:

The construction of your Headquarters is the most crucial step in any
established group as the amount of effort put in directly shows in the final product.
Time and resources are a major factor when deciding what type of Building you
need. For instance, a small outpost will not require as much time and materials as
the complete H.Q will.

Once a location has been chosen, quickly establish a perimeter to protect
those constructing the base. Immediately begin with the outer wall or fence. If the
resources are available, a strong concrete perimeter roughly eight to ten feet tall
pg. 4

around will be nearly impenetrable. An alternative is to use destroyed buildings
with piled cars/debris as a barrier around them. If fencing is the only option, make
sure to leave a wide space between the fence and the area of operations, with
plenty of internal cover from outsiders. Then use sheet metal or wood to cover up
the fence to block external observation.

If the perimeter is established, utilize whatever resources are inside to
continue making your H.Q. As stated earlier, a Base of Operations should be built
around a previously established pre-war area, giving you full use of the shelters
already there. If no shelters are established, wood beams and sheet metal are a
good temporary starting point to create buildings. Tents are also an alternative as
they provide safety from the elements, but no protection from attackers.










Building and Fortifying Continued:

Specific Buildings are required when planning a headquarters that must be
taken into consideration. Lacking one or two of these facilities can lead to disaster.

Needed Facilities are as Follows:
Barracks
Shooting Range/Training Area
Meeting Area/H.Q Operations
Storage/Armory
Guard Towers
Front Gate Checkpoint
Fortified Walls
Water Storage Tower/Tank

Optional Facilities are as follows:
Chapel
pg. 5

Relaxation Area
Clinic
Mess Facility

Reinforcing buildings and walls are a costly, but necessary step in ensuring
safety. Consistently add sheet metal or concrete to ensure the stability and attack-
proofing of the structure. Create staggered supports to prevent collapse at all times.
Guard Towers should also be placed on each corner of the encampment, allowing
for a high-altitude view of the battlefield.

pg. 6

Traps:

Theres nothing dishonorable about letting your enemies walk unknowingly
to their deaths. In this sections, Several Traps will be discussed that can easily be
created from abundant resources. Be creative when designing some of your own.
Always remember Your Trap Placement Locations.

Bear traps are an example of a trap that is easily found, or created. To build
one, create an axle on witch two jagged jaws are hinged. Hold them apart by a
strong spring that can be released from a center pedal when depressed. Space
accordingly around your H.Q.

Grenade wires are a simple concept. Hang any form of explosive device
lightly by the pin on a thin wire low to the ground. When an enemy triggers the
wire the grenade pin is pulled. You can figure out the rest. Subsequently, bells can
be hung instead of grenades for a non-lethal effect.

Tiger pits are a classic way of eliminating enemies and discouraging morale.
Simply dig a pit and line the insides with spikes and other deadly objects. Make
sure to cover the top of the pit with twigs and leaves that are weak enough to fall
through.
pg. 7

Traps Continued:

There are endless combinations of traps. For the record, here is a small list
of some that can be used with abundant materials:

Mines
Tripwired firearms
Pitfalls
Bullet traps
Snares
Tree branch traps
Fire bombs (not advised)
Radiation exposure (not advised)
Triggered blades
Rock/boulder drops

With the main reason for traps being to demoralize attackers, make them as
gruesome and as hidden as possible. As stated before: REMEMBER Trap
Placement locations!

pg. 8

DEFENSE PROCEDUREs

Its one task to build a headquarters, its another to keep it protected. This
section will discuss the various tactics used to defend ones base from attack,
assault and siege. Even with an overpowering force, a well defended and supplied
base can outlast the largest offensive army.

Basic Defense (guarding]:

When guarding your Base of Operations, there needs to constantly be a clear
sightline of the battlefield and strong communication between the post and the
interior of the establshment. Sightings must be reported at all times. There are two
specific posts which need to be manned non-stop that will be discussed:

The Front Gate:

The main entrance can either be the strongest zone in the base or the weakest
depending on your organization skills. Under normal circumstances, the gate can
remain open. When an entity considered a threat nears itself, the gate must be
closed. There must be a minimum of one guard at all times manning the front gate
outpost, whether it be to report sightings, warn members or greet allies. The front
gate post must have some form of physical cover to hide from invaders. A mounted
gun would normally fit on this position for extra support.

pg. 9

The Watch Towers:

AS described before, a base should have a minimum of four watch towers,
one for eatch corner. one per each direction, North, South, West and East. The
duties of a tower guard are simple; look in their specefied direction and report All
sightings to the interior of the base via yelling. IF the guard deems an entity a
threat, he may fire a warning shot into the direction of the entity. If an imminent
threat is discovered, the guard may fire at will.


pg. 10

General Defense Rules:

The Base of Operations, As stated previously, needs to be defended at all
times and needs to be well stocked with food, water, ammunition and medical
supplies. A minimum of 5 Members are required to maintain watch, as well as an
optional garrison for backup. Your troops must be trained constantly to remain
ready and vigilant.

Upon any attack, all troops need to be notified immediately and readied for
battle. If possible, line them along walkways built on the interior of the walls for a
height advantage. If surrounded, space troops evenly along the wall according to
skill and weaponry. The firepower should be spaced to supress from all angles.
Pick targets wisely, look for high ranking officials who will be farther back, grunts
will usually be part of the main assault. If enemy machinegunners or special
weaponry such as energy weapons or artillery, alert a significant portion of the
defense to focus fire upon them, as they will disrupt the attack. Practice with
various drills to test troop response time.

Remain behind cover at all times and rarely expose yourself. Time your
shots so that one person is always firing and the other is behind cover, this acts as
suppresive fire. The enemy will always be fired upon in this situation.
Communication between troops is crucial, select one troop to act as a messenger
and another to act as a bandolier to distribute ammunition to those in need.

Utilize explosives constantly to disperse enemies behind cover and destroy
light cover. If they have any machinery or robotics, use the nescessary explosives
or energy weapons to target them as normal ammunition will be rendered
ineffective.

Most of all: Communicate and remain calm.


Siege Defense: [Revert to Contingency Plan for additional details]

Under the circumstances your base is attacked with a military force large
enough to render your base enclosed or cut-off, siege defense tactics will need to
be initiated. In likelyhood, your enemies will have enough cover and mobilization
to wait your defense out. Siege tactics are much different then that of conventional
warfare. Chances are, your enemy will discontinue their fire upon you for more
demorilizing tactics.
pg. 11


When a siege is declared, the attack will more than likely slow down, and
your enemies will remain at a distance out of range of your weaponry, keeping an
ever vigilant eye on your headquarters. To use the term loosely, your attackers will
try to wait you out for signs of starvation, dehydration or mental fatigue.

To keep your enemies at bay, maintain a slow but present stream of fire
upon the attackers. To elaborate, establish one troop to take pot-shots at their
garrison to remind them of your presence. It is critical that food,water,ammunition
and supplies are rationed to the fullest extend as sieges can last months.

If possible, establish a messenger to communicate with the enemy troops to
discuss terms of diplomacy. Inside the base, keep entertained and light spirited. Do
not let the attack get to you as it will make the situation much worse when internal
affairs interfere.

If all fails, mount your troops for a counter assault when you feel the enemy
is most vulnerable, usually at night to maintain some stealth aspect.

Once again: Remain calm and comminicate.




PATROLLING

Often, small patrol groups will be sent in a close proximity to the exterior of
the H.Q to patrol the surrounding area. It is up to the Founder and officials as to
when and how many will be sent in a specific duration or timeframe.

Patrols are used to establish your clamed territory and reporty findings,
whether they be allied, neutral or hostile. On the occasion patrol groups encounter
hostile forces, they are to retaliate immediately unless the hostile force is of
overpowering nature. In that case, patrols are instructed to immediately return to
base for a large scale-defense.

Patrol Routes and Formations:

Patrols are to remain in very close proximity to the base exterior in the case
of a large assault at hand. They are to travel in staggered groups, meaning if one
pg. 12

patrol is attacked, the subsequent can provide assistance on arrival. A typical patrol
will consist of minimum two troops to a maximum of four and should never
venture farther than 50 meters of the base radius.

Patrols are to travel in one of the following formations as each allow troops
to cover their patrol members while having a clear view of the wastes.











Emergency Protocol Contingency Plan

Contingency Plan Alpha-1:

If the current President of the ACM were to be assassinated or killed in
battle, then the chain of command will follow as such:
1. Vice President
2. LieUtenant

Contingency Plan Bravo-1:

In the event of a raid from a large foe, eliminate all intelligence gathered.
Leave at least one large explosive if obtainable within the vicinity primed
and ready to detonate (RTD). Execute all slaves on the premises. Execute all
prisoners.

Contingency Plan Charlie-1:

In the event of a Member being captured and death is assured, Take your
own life.


pg. 13

Contingency Plan Delta-1:

If one of our Allies is threatened by a large force and faces annihilation,
assist them by any means necessary. Ignore your Duties and proceed to
assist. Enemy Factions are exempt from this Contingency Plan.

Contingency Plan Echo-1:

In the event of a fire, contain said fire and make sure it does not come into
contact with the Armory.
In the event of a hidden bomb threat, stay clear of the area that has been
reported to have a bomb and do not try to remove belongings from that area.
Un-sling, Un-holster, and Un-sheath all and any weapons and maintain a
high level of caution.

Contingency Plan Foxtrot-1:

In the event of a Refugee/Member who has openly betrayed the group
opening fire within the base, steer clear and find cover. Report it over the
radio and your exact location. If you have an ID on him/her, report it As
Soon As Possible.

Contingency Plan Golf-1:

In the event of a raid aimed at freeing prisoners, execute allm prisoners.
Take the bodies and laden them with crude armor and weapons. Place them
in front of the base before the attackers reach the base radius.

Contingency Plan Hotel-1:

In the event of an ambush, take immediate cover and report your location
immediately. Hold out until reinforcements arrive.

Contingency Plan Indiana-1:

When taking over an establishment/Enemy Base, always search every home.
Execute any and all armed individuals without exception. Attempt to leave
no trace of a struggle. Take anything worth of value and move it back to HQ.
Be sure to be escorted.

pg. 14










Property of the ANARCHO-COLLECTIVISM MOVEMENT ; Refer to agreement

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