1st JMSB

Roles

Mission-based, not permanent

You are not locked into one role. The team adjusts to who is available, and if there is no need for a role on the night, we do not force it. You may do a different role each operation. You are expected to adapt, and to communicate.

The role supports the team, not the other way around.

Skills

Earned by doing

A skill goes on your record in TAC//PAC once you have shown you can do the job. There is no course to pass first: you learn by playing, and if you want to be taught something, we will make the time.

Your skills follow you into any slot, and they unlock the kit that goes with them in the arsenal.

What we don't do

No pipelines

No rigid career tracks, no mandatory training hours, no permanent assignments. Make the rank and you can run a team.

The roles

The seats in Alpha Company, as TAC//PAC holds them. A seat is not a qualification: the medic, the joint fires observer and the drone operator are skills, and whoever holds them fills whichever seat needs them that night.

Headquarters · Overlord

Commander
Runs the operation: the plan, the orders, the calls that matter.
Executive Officer
Second in command. Keeps the company moving while the commander fights the fight.
Staff
Plans, comms and reports for the commander.

Team 1 · Ghost, Team 3 · Raider

Team Lead
Leads movement, makes decisions, handles comms. Asks for Sergeant.
Assistant Team Lead
Second in the team, first when the lead is down.
Recon Specialist
The flexible seat, set per mission: scout, security, anti-armour or the long gun. Six of them in a team.

Team 2 · Nomad

Vehicle Commander
Commands the vehicles and the team; the link between the dismounts on the ground and everyone outside the hull.
Driver / Assistant Commander
Drives, keeps the vehicle running, and takes the team when the commander is down.
Dismount
Rides in the vehicles and fights on foot when the team dismounts. Six of them in a team.

Support Team

Specter · Drone Section
Flies the drones for the company: finds the enemy first and keeps the picture up.
Anvil · Fires Section
The guns and the mortars: takes the fire missions and puts rounds where they are asked for.
Talon · Pilot
Flies the aircraft: inserts, extracts, resupply, close air support.
Talon · Copilot
Second seat, sensors and the radios.

The skills

What each qualification lets you do, and what it adds to your arsenal.

Combat Lifesaver

Basic ACE medical: bandages, tourniquets, IVs, triage. Keeps a teammate alive until the medic arrives.

Medic

Full ACE medical. Medic bags, surgical kit and the personal aid kit in your arsenal.

Engineer

ACE engineer: repairs vehicles in the field.

Breacher / EOD

Explosives specialist: charges, mines, defusal kit and detectors in your arsenal.

Joint Fires Observer

Calls close air support, artillery and mortars with a nine-line.

ISR

Intelligence, surveillance and reconnaissance: the drone and sensor feeds, and the ISR kit.

Drone Operator

Flies and hacks drones.

Marksman

Designated marksman rifles and long optics in your arsenal.

Sniper

Precision rifles and long optics in your arsenal.

Your arsenal

Each layer adds to the one before.

  1. CommonEveryone: rifles, ammunition, uniforms and kit.
  2. ElementIf your team or squad has its own list.
  3. RoleThe slot's own extras.
  4. SkillsA custom arsenal for each qualification you hold. Given one in the field? Its gear is there the next time you open the arsenal.

Everyone sees your skills: on the tablet's squad list, the map and the slot menu your name carries them, so the team knows who the medic is before anyone asks.