Editing Fragile:SWAT
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=Origins= | =Origins= | ||
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− | Chances are the Vegas SWAT team will be briefed on the cultist compound, with a sketch of the building for reference. It'll show doors, windows, and other pertinent details, and some interior | + | Chances are the Vegas SWAT team will be briefed on the cultist compound, with a sketch of the building for reference. It'll show doors, windows, and other pertinent details, and some interior details are likely to be included based on informant tips and deduction based on architecture. Building location codes are used by the SWAT team; these are standardized and quick ways of indicating a specific place in the site. It involves numbering the building's sides one through four, beginning with the front and working clockwise. The floors are counted from the ground up, openings from left to right. You can refine the method, distinguishing doors from windows (e.g. "suspect spotted, side 2, floor 2, first window"). |
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If the incident becomes a hostage rescue or barricaded suspect situation, chances are the police negotiator will be called on to try and establish communication with the suspect or suspects. This is done through existing telephone lines or with a special crisis phone dropped off by SWAT inside of the site (through a window or open door). The negotiator is there to get the suspect to surrender without harming anyone, and he uses every psychological edge he can come up with to accomplish this. This means a lot of talking, empathizing, and stalling, and requires some level of trust. Negotiators try to establish connections in the community's underworld and reputations for trustworthiness; one bad negotiation can end your career. | If the incident becomes a hostage rescue or barricaded suspect situation, chances are the police negotiator will be called on to try and establish communication with the suspect or suspects. This is done through existing telephone lines or with a special crisis phone dropped off by SWAT inside of the site (through a window or open door). The negotiator is there to get the suspect to surrender without harming anyone, and he uses every psychological edge he can come up with to accomplish this. This means a lot of talking, empathizing, and stalling, and requires some level of trust. Negotiators try to establish connections in the community's underworld and reputations for trustworthiness; one bad negotiation can end your career. | ||
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=Planning the Assault= | =Planning the Assault= | ||
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− | '''Orient''' refers to processing the facts so | + | '''Orient''' refers to processing the facts so he can make sense of what he sees. In Spycraft 2.0, this can refer to the Anticipate combat action (p. 354). |
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− | '''Action''' refers to taking action based on this decision, be it non-lethal or lethal. The most common non-lethal action begins with shouting compliance orders ("Down on the floor! LVMPD! Drop the gun! Drop it motherfucker!" etc), which is covered by Intimidate/Coercion and combat actions such as Threaten. The officer can move forward and physically subdue the suspect if they do not comply. This can mean punching or hitting the suspect in melee, spraying their face with mace, tasering them, or, if lethal action is called for, shooting them. Grappling with a suspect is ill advised as it means there's one less SWAT team member with an available weapon and | + | '''Action''' refers to taking action based on this decision, be it non-lethal or lethal. The most common non-lethal action begins with shouting compliance orders ("Down on the floor! LVMPD! Drop the gun! Drop it motherfucker!" etc), which is covered by Intimidate/Coercion and combat actions such as Threaten. The officer can move forward and physically subdue the suspect if they do not comply. This can mean punching or hitting the suspect in melee, spraying their face with mace, tasering them, or, if lethal action is called for, shooting them. Grappling with a suspect is ill advised as it means there's one less SWAT team member with an available weapon and can result in a struggle. If the suspect complies after non-lethal action, they are disarmed, searched, and handcuffed ("neutralized") for later arrest and processing by trailers. An officer should report that the suspect is neutralized so CP knows ("suspect in custody"). If the suspect is shot or otherwise out of action by lethal force, an officer reports this to CP ("suspect down"). If a hostage or an officer is wounded or killed, an officer should also report this. |
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Hostages are treated as suspects without weapons, because they may not be compliant, might be confused, or could be suspects pretending to be hostages. SWAT teams take special care with explosives, flash-bangs, and breaching charges before entering a room, and must be careful in distinguishing friend from foe after. Hostages should be searched and handcuffed before the room is announced safe, "proned out" (forced to lay down with hands behind their head) or at least made to kneel with their hands with fingers laced behind their head. Once a room is clear but before an incident is resolved, SWAT officers or trailers can escort secured suspects or hostages from the building for processing and debriefing. This varies depending on the situation. Egress should not be attempted with hostages in tow if it means moving through hostile or unknown parts of the building. | Hostages are treated as suspects without weapons, because they may not be compliant, might be confused, or could be suspects pretending to be hostages. SWAT teams take special care with explosives, flash-bangs, and breaching charges before entering a room, and must be careful in distinguishing friend from foe after. Hostages should be searched and handcuffed before the room is announced safe, "proned out" (forced to lay down with hands behind their head) or at least made to kneel with their hands with fingers laced behind their head. Once a room is clear but before an incident is resolved, SWAT officers or trailers can escort secured suspects or hostages from the building for processing and debriefing. This varies depending on the situation. Egress should not be attempted with hostages in tow if it means moving through hostile or unknown parts of the building. | ||
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− | + | SWAT officers are taught to watch out for obstacles to entry. These can include darkness, motion-sensors, guard dogs or family pets, and booby traps. Improvised traps can include fish hooks hung at face level (gah!), nails in flat boards under leaves or grass, razor blades embedded in stalks of marijuana to injure those pulling them out, aluminum cans hung to make noise, and the flammable chemicals found in drug labs. More sophisticated criminals may have other surprises for entry teams, especially if they have access to explosives. | |
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− | + | The book doesn't mention it, but SWAT teams are often taught a number of firing drills for shooting under specific circumstances and positions. These include the drill (forgot its name; they mention it in one of the SWAT games by Sierra) for shooting a suspect twice in the chest and once in the head to ensure that they go down, and drills for firing one-handed, kneeling, or prone at a variety of angles. CQB can bring you into close contact with fists, knives (or other melee implements), handguns, automatic weapons, or even military-grade firearms. These encounters can be initiated from almost anywhere around you, and they usually happen very fast. As a result of these factors, its one of the more dangerous kinds of combat encounters; hence the specialized training. Nothing frightens a SWAT officer more than a dark enclosed space with well-armed, desperate suspects, sharp corners and poor cover. This is exactly the kind of environment the Vegas SWAT team is about to find itself in... | |
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