Quick Response Team

Rules and Features





Victory is reserved for those who are willing to pay the price

 

- Sun Tsu

 

Glossary of Content:

 

  1. Rules and Regulations…………………………………………………………………..

1.1 Weapon rules……………………………………………………………………………..

1.2 Uniform rules……………………………………………………………………………...

1.3 Vehicle rules……………………………………………………………………………....

1.4 Rule of engagement……………………………………………………………………...

 

  1. Features of Quick Response Team…………………………………………………………..

2.1 Levels and features of levels…………………………………………………………....

2.2 Chain of Command……………………………………………………………………....

2.3 Divisions within Quick Response Team………………………………………………………..

2.3.1 Armor Unit……………………………………………………………………….

2.3.2 Heavy Weapons………………………………………………………………..

2.3.3 Sniper…………………………………………………………………………....










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Before reading this document, please bear in mind that normal ranks are not taken into account or regarded within Quick Response Team, only the level and what division the Quick Response Team members are in matters. An example of this is the following: If an Sergeant in Quick Response Team takes out a Huron without permission from a tactical pilot, then even if the tactical pilot is a Constable, he is allowed to command the Sergeant to get rid of the chopper. This rule applies to any cop that will use Quick Response Team equipment and/or vehicles.




  1. Rules and Regulations

 

1.1 Weapon Related Rules

 

1.1.1 Quick Response Team members are not allowed to join a standard non-Quick Response Team patrol with Quick Response Team weapons

 

1.1.2 Quick Response Team members can only take out Quick Response Team weapons in the following situations: Before an operation where multiple armed hostiles are expected (this includes busts, raids, fed, escorting high risk goods, etc.).

 

1.1.3 Quick Response Team members must always have a non-lethal weapon available at all times. This includes the P07 taser pistol.

 

1.1.4 Any unarmed hostiles may only be killed if they are aiding armed hostiles in an operation when there is the possibility that other hostiles are in the area. If the unarmed hostile is on his own then lethals should not be used on the hostile.

 

1.1.5 Quick Response Team members can carry 2 flashbangs and 2 tear-gas at all times when going in an operation or a deployment.

 

1.1.6 Quick Response Team members are NOT allowed to give any Quick Response Team weapons to officers that are not in Quick Response Team.

 

1.1.7 When you join an Quick Response Team division, you CAN NOT use weapons from other divisions that you are not a part of.

 

Breaking any of the rules could result in permanent removal from the Quick Response Team branch.

 

1.2 Uniform Rules (some features are yet to be implemented)

 

1.2.1 Quick Response Team members may only wear the Quick Response Team fatigues and balaclavas during operations.

 

1.2.2 Quick Response Team vests can only be used when there is an operation on going or about to take place or during an Quick Response Team patrol.

 

Breaking any of these rules would result in a strike.






1.3 Vehicle Rules

 

1.3.1 An Quick Response Team patrol may only take place when there is an operation in progress. During such patrol, at least two Quick Response Team members have to be in the same Quick Response Team vehicle together. All Quick Response Team members in an Quick Response Team patrol have to travel in SWAT vehicles and have to carry a lethal primary weapon and a non-lethal secondary.

 

1.3.2 During a normal patrol, Quick Response Team members and normal officers CAN NOT use QRT vehicles, they have to stick with normal police vehicles.

 

1.3.3 The QRT SUV, Offroad and Hummingbird can only be taken out during operations. Permission from a pilot is needed for any chopper to be used.

 

1.3.4 The QRT Hunter/Ghosthawk can be taken out for operations (federal reserve robberies, hostage situations, escorting Corp, etc…). 2 Quick Response Team members in Quick Response Team gear MUST be present for the Hunter to be taken out.

 

1.3.5 The QRT Strider/Huron can only be taken out for federal reserve robberies with permission from Quick Response Team leader/co-leader (Johansen and Dan Schwerner). ONLY TACTICAL PILOTS can fly Hurons.

 

1.3.6 When responding to an operation with a QRT vehicle, the vehicle may speed without lights or sirens when it reaches a radius of 2km from the operation area.

 

1.3.7 Non-Quick Response Team officers are NOT allowed to enter Quick Response Team vehicles. This includes any vehicle with the QRT skin. Exceptions can only be made when there is a lone officer with no partner that isn’t in Quick Response Team.

 

1.4 Rules of Engagement (ROE)

 

1.4.1 Quick Response Team members have to initiate as armed police if they are in possession of lethal rounds (this includes the zubr).

 

1.4.2 In the case of the following situations, initiation doesn’t need to take place: Federal Reserve robberies, assisting officers that are under fire.

 

1.4.3 If hostage situations turn violent, the negotiator has to initiate for Quick Response Team.

 

Breaking any of these rules may result in permanent removal from the Quick Response Team branch OR a strike from the police force respectively.





  1. Features of Quick Response Team.

 

2.1 Levels and Features of Levels

 

Within the Quick Response Team branch, there are 5 potential levels in which one may be in. These levels range from 1-4 and the final level being a Training Officer. At level 1, the Quick Response Team members are expected to know the basic knowledge required to be effective Quick Response Team officers. When their effectiveness has been tested successfully, the members would be promoted to level 2. This promotion allows the Quick Response Team members to choose a division and command any level 1 members during operations. Levels 3-4 put the member up the hierarchy, allowing the member to lead more officers. In order to reach these levels, AR members need to specialise in the other 2 divisions that they haven’t yet picked. At T.O. rank, members are expected to take part in writing documents and training other Quick Response Team officers.

 

2.2 Chain of Command

 

The following table displays the positions of the different members in Quick Response Team and their hierarchy. This table is to be updated when any change within the hierarchy is made. An additional spreadsheet will be worked on displaying ranks, levels, number of strikes and comments.

 

Branch

Leader

Co-Leader

Members

Overall

TBA

TBA



Armor Unit

TBA

TBA

 

Heavy Weapons

TBA

TBA

 

Sniper

TBA

   

 

Any changes made to any division has to be discussed with the overall Quick Response Team leader or co-leader who will then bring it up to the commander for final confirmation before made official. Additionally, division leaders and co-leaders may make suggestions to who should get invited to the Quick Response Team branch. However, it is the overall leader who makes the final verdict to who should get invited.

 

Side Note: If any edits are made to the table, please make sure that the format of the entire document is still appropriate.





2.3 Divisions in Quick Response Team.

 

In order to suit both the needs of the NATO and to respect each member’s skill set within the branch, 3 different divisions have been established in order to allow Quick Response Team members to specialise in particular skill sets. The following is a brief idea on what each of the divisions would entail and require. The more detailed documents will be made separately, focusing on the role of each division singularly.

 

Armor Unit:

 

The armor unit is the unit that consists of the pointmen for the Quick Response Team branch. Members in the armor unit are the people who would be breaching in buildings and conducting the main assault on the area. They need to be good shots at CQB and need to be able to keep their cool under pressure. As well as this, the armor unit would be trained on how to drive armored vehicles (Hunters and Striders) as effectively as possible, making sure that they make effective insertions. Special weapons for the branch includes the Sting 9mm as well as the MX SW.

 

Heavy Weapons

 

The heavy weapons unit is the unit that provides cover for the armor unit to push onto the objective safely. They mainly focus on covering fire. This unit provides support to the armor unit when pushing up into a target area, usually 2 heavy weapon specialists aiding 2 armor unit members. Armor unit and heavy weapons need to work hand in hand in order to work effectively as a team and avoid any errors as much as possible. The weapon arsenal for the heavy weapon squad includes a range of LMGs in order to be able to lay down covering fire.

 

Sniper Unit

 

This final unit is the sniper unit. Probably the most prestigious unit of the entire police force. The sniper unit aims at scouting and relaying information to the ground unit in order to allow the operation run smoother using the information gathered by the sniper, as well as being able to make clean and accurate shots at great distances. The sniper unit always goes first into an operation and is expected to run around 1km for every operation in order to avoid compromising the operation. The weapons used by the snipers are marksmen weapons and they would possibly have access to ghillie suits in future.

 

At level 4, an Quick Response Team member is expected to excel in all the three different divisions within Quick Response Team.