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		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1097</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1097"/>
		<updated>2020-12-06T09:45:12Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to tow aircraft and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Primary function - Transport:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Secondary function - CAP:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tertiary function - CAS:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules Rules] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and tow damaged aircraft to the service area. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 10 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft at an appropriate service pad, or with the fuel/ammo/repair containers. It is possible to tow a disabled aircraft to a service pad with use of the bobcat.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowlers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 UGV Stompers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; A damaged aircraft may be repaired by landing on the helicopter service pad. If an aircraft is disabled and unable to fly, it may be towed to the pad by the bobcat. An aircraft disabled outside of base may be repaired by the use of the purchasable repair container, which can be sling loaded to the aircraft location. Alternatively, a friendly engineer may perform a field repair with a toolkit, however, this will only restore the aircraft to a minimum damage level of &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. An engineer may also perform a minor refuel to an aircraft, however this will consume a toolkit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1096</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1096"/>
		<updated>2020-12-06T09:41:37Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
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&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to tow aircraft and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function (CAP ROE):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules Rules] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and tow damaged aircraft to the service area. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 10 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft at an appropriate service pad, or with the fuel/ammo/repair containers. It is possible to tow a disabled aircraft to a service pad with use of the bobcat.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowlers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 UGV Stompers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; A damaged aircraft may be repaired by landing on the helicopter service pad. If an aircraft is disabled and unable to fly, it may be towed to the pad by the bobcat. An aircraft disabled outside of base may be repaired by the use of the purchasable repair container, which can be sling loaded to the aircraft location. Alternatively, a friendly engineer may perform a field repair with a toolkit, however, this will only restore the aircraft to a minimum damage level of &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. An engineer may also perform a minor refuel to an aircraft, however this will consume a toolkit.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1038</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1038"/>
		<updated>2020-05-07T05:30:30Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to tow aircraft and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and tow damaged aircraft to the service area. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft at an appropriate service pad, or with the fuel/ammo/repair containers. It is possible to tow a disabled aircraft to a service pad with use of the bobcat.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowlers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 UGV Stompers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; A damaged aircraft may be repaired by landing on the helicopter service pad. If an aircraft is disabled and unable to fly, it may be towed to the pad by the bobcat. An aircraft disabled outside of base may be repaired by the use of the purchasable repair container, which can be sling loaded to the aircraft location. Alternatively, a friendly engineer may perform a field repair with a toolkit, however, this will only restore the aircraft to a minimum damage level of &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. An engineer may also perform a minor refuel to an aircraft, however this will consume a toolkit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook&amp;diff=1033</id>
		<title>77th JSOC / Public Servers / Guides / HQ/ HQ Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook&amp;diff=1033"/>
		<updated>2020-02-22T00:34:01Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;HQ Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers and will cover the function of the HQ role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of your HQ role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    HQ is the highest-ranking public player on the 77th JSOC servers, the only ones outranking an HQ  is admins and ambassadors. This makes HQs function vital for a smooth performing server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Since the HQ is the one organising the server he is expected to behave appropriately, HQ is expected to do his best in upholding the high standards the 77th have set for their servers and to the best of his abilities enforce the rules and regulations the 77th JSOC have chosen to implement. The HQ is not to do anything or tell any other player to do something that's in direct violations of server rules.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criteria, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criteria needed to be fulfilled by HQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ must be on TS, in the correct TS channel for the server he/she is playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ must have a functioning microphone and be able to communicate in English verbally and in writing with the other players.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ must have read and understood the rules of our servers and enforce them to the best of his/her abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If the player is to be HQ, he/she needs to be in the designated HQ slot.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;HQ special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a Squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;HQ quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A HQ that organises the squads properly at restart will have a smoother performing server, and an easier task at hand.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The quicker a HQ handles new arrivals on the server, the smother the server is going to run.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good HQ is level headed, fair, and treats other players with respect and as equals.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ should attempt his best at getting players to abide by the server standards.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good HQ listens to his Squad Leaders and Pilots, and uses their advice in his decisions.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good HQ does not micro manage the server, he trusts his Squad Leaders and pilots to do their jobs.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ is the only one able to approve use of Vics and manned CAS support.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ should not use or order the use of any artillery/CAS without a request from a Squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ should be helpful towards new players and try to help them ease into the server standards.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Primary Function of a HQ:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary function of an HQ is to organise the server and primarily the squads. This involves checking that squads have sufficient manpower and player class distribution for the mission ahead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad composition:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ should always check so a squad fulfill the minimum manpower requirements before deploying the squad to the AO. Minimum manpower requirement can be found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section of this wikipedia.&lt;br /&gt;
A good rule of thumb is that a squad should have a squad leader and minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to suit the situation.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Special circumstances apply to an armoured crew. Check the minimum manpower requirement for armour units in the rule and guideline section of this wiki. Preferably an armour crew will consist of one Squad leader, one engineer and a third member of any player class.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;At a server restart:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a server restart and an HQ is online he should take his time to line all players at the barriers and organise the squads properly into well-balanced squads. This is done by asking each player class(medics, AT, AR, and so forth), one class at a time to take a step forward and assigning every player for that class to a specific squad, spreading them out between the squads. By doing this, HQ will have a greater control over squad composition and will be able to adjust any squad as needed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;It is recommended to start with asking players lining up if anyone wants to lead a squad and get these lined up by squad signs to see how many squads there will be forming.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To leave the forming of squads to the Squad leads and players is not satisfactory. HQ are expected to do his duties and personally see to it that the squads are forming up appropriately at the beginning of a server cycle. This means getting players lined up and assigning them to squads.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;During a server cycle:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the course of a server cycle players will come and go, getting new arrivals into squads as quick as possible is vital for a good HQ, players standing around in base will decrease the amount of firepower available at the AO.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good HQ tries to get new players to line up at the barriers and waiting for him to assign them to a squad as fast as possible. When the new players are lining up he should quickly form a new squad if the manpower allows or communicate with existing squad leads to assigning the new arrivals to a squad as soon as possible. HQ are expected to do his duties and personally see to it that ungrouped players get assigned to a squad needing them. To just tell SLs to invite all ungrouped players does not cut it, HQ must be involved in the process and see to it that squads get a proper squad composition.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Secondary Function of a HQ:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ are the primary link between squad leaders and pilots, he determines the priority order for the server and assigns squads to different missions. HQ will determine the best ways to deploy his troops.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ will handle mission priority and determine if and when any extra assets are needed, he/she are the only public player on the server able to permit the use of armour units, ground or aquatic vehicles and manned fixed or rotary wing CAS aircraft. This means that unless an HQ is online no aquatic, armour or other ground vehicles can be deployed, no CAS support from any armed Orca, Hellcat, Hummingbird (Pawnee), Blackfoot, Kajman, Wipeout, Neophron and CAS-equipped Buzzard, Black Wasp II, Shikra, Gryphon.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HQ Behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All task placed on the HQ are aiming towards a smoother running server, this means that HQ are to do his best to get the players to abide by the server rules.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ should try to take care of new players on the server, see to it that pilots and squad leaders take their time to welcome new player into the community and help them get set into the server standards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Like mentioned in the beginning of this handbook, the HQ is the highest ranking public player on the 77th JSOC servers. This means that an HQ is supposed to behave appropriately. An HQ should always have a level headed approach to situations and show a professional attitude towards other players. Even though other players might misbehave an HQ is expected to rise above anything thrown towards them and act professionally. Players being abusive should not be met with the same manners they present. If a player is being disrespectful towards other players and won't show any signs of improvement when met with a professional response HQ or any other public player should talk to an admin/ambassador to let them handle the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ have the final say in a dispute with another player on the server. With this said, a good HQ knows to listen to pilots and squad leaders and consider their input into his/here decisions, to include their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. The Pilots or Squad leads do usually have a better grasp of the direct dangers/conditions that affect them when they are out in the field, an HQ that won't use this information in his decision process are more likely to make decisions with unsatisfactory outcome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good HQ do not micro manage the server, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. This will give the HQ more time to  focuses on his primary function and lets his pilots and squad leads handle the decisions in the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good HQ have the ability to trust his pilots and UAV operator and let them help with the workload when there is a high workload.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ have the overall responsibility to give all squads a fair treatment when it comes to special assignments, this means that if multiple squads are aspiring to do side missions/special taskings HQ should use a rotation regime to give all squads an opportunity to do a side mission/special tasking.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a dispute can not be settled between HQ and another player an Admin/Ambassador should be contacted to deal with the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Good to know:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As HQ there is some useful information to remember when playing the role. In this section we will cover some important information useful to anyone wanting to organize the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Comunication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Different procedures applies to communication between squads, UAV and Pilots. It is the job of an HQ to communicate and organise the different elements on the server. For communication between HQ, pilots and UAV the communication will primarily be done over TS. For the communication between squads and HQ, the communication will primarily be done over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Guidelines for Communication:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When sending a message over the command channel, the sender should always start with identifying the reciever followed by their own identity&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To reduce radio trafic, all voice comunications should be as short as possible&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Voice comunications should always be to the point and have a clear message that is easy to understand by the receiver&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Communication procedure: [Request] –&amp;gt; [Contact] -&amp;gt; [Message] -&amp;gt; [Ending]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Keep all channels clean for a good communication between players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only one person can speak on command channel at a time.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can request communication with all elements on the command channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The end of channel use should always be clear for other elements.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Reward System:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; During a server cycle NATO forces can accumulate point by completing different objectives. These points can be used to acquire additional assets to be used in the fight against enemy forces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; These assets are all subject to [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines server rules] regarding usage and ROE. They can only be used when an HQ is online and actively grants the use of them. The rules are applied to all ground vehicles, aquatic vehicles and the following air assets: Armed Orca, armed Hellcat, armed Hummingbird(Pawnee), Blackfoot, Kajman, armed Blackfish, Wipeout, Neophron and CAS-equippable JETs(Buzzard, Black Wasp II, Shikra, Gryphon).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Anyone can check the current accumulated points at the monitor inside of the hangar at base but HQ is the only one who can spend the points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If NATO forces have gained enough points to purchase equipment HQ will be able to do so through the menu. HQ simply needs to select the item of interest and press the purchase button. The vehicle will spawn in the appropriate spawn position depending on if its an air, ground or aquatic vehicle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The vehicles will spawn locked, HQ has the ability to unlock and lock the vehicles bought through the reward system. To do this HQ needs to be close to the vehicle and use the scroll menu option ''&amp;quot;set lock state&amp;quot;''.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; For a HQ to be able to purchase vehicles he/she must have been active in the HQ slot for a minimum of 15 minutes, if HQ wants to check how long he/she has been online they may use the HQ scroll option while by the screens in the hangar, this will display the time they have been in the HQ slot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Vehicle Capacity list:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a list of vehicles and their capacity. This list is to make it easier for HQ to know how many soldiers a specific vehicle can carry. The list is divided into Aircraft, Ground vehicles and Aquatic vehicles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Aircraft:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Aircraft: &lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| All numbers are exluding pilots.&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| MH-9 Hummingbird:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| UH-80 Ghost Hawk:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-290 Taru:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-290 Taru (Bench):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-290 Taru (Transport):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;17&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| PO-30 Orca:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| WY-55 Hellcat:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-48 Kajman:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| V-44 X Blackfish (Infantry Transport):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;34&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| V-44 X Blackfish (Vehicle Transport):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowlers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 UGV Stompers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Ground vehicles:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Ground vehicles: &lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| All numbers are total carrying capacity (crew + passengers):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Hunter:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Prowler (Unarmed):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;7 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Prowler (Armed):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| HEMTT Transport:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;17 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| HEMTT Medical:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;17 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| AMV-7 Marshall:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| M2A1 Slammer and Slammer UP:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| BTR-K Kamysh:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| AFV-4 Gorgon:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| FV-720 Mora:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;7 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| MBT-52 Kuma:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| T-100 Varsuk:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Aquatic vehicles:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Aquatic vehicles: &lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| All numbers are total carrying capacity (crew + passengers):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Speedboat:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| RHIB:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;7 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Assault Boat:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| SDV:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1032</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1032"/>
		<updated>2020-02-21T17:21:03Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowlers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 UGV Stompers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1031</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1031"/>
		<updated>2020-02-21T17:16:34Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: Updated Blackfish vehicle cargo capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowlers or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1030</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1030"/>
		<updated>2020-02-21T17:14:30Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 AWC Nyx (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Rhino MGS or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter (unarmed only) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Strider (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Qilins (all variants) or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Fuel or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 HEMTT Transport (uncovered only)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1029</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1029"/>
		<updated>2020-02-21T17:05:23Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter MRAP or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler LSVs or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV and 1 UGV Stomper&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1028</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1028"/>
		<updated>2020-02-21T17:04:52Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
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&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook#Blackfish_Cargo: Test]&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry many different cargo combinations. See [[#Blackfish_Cargo|V-44 X Blackfish]] for vehicle cargo options.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter MRAP or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler LSVs or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV and 1 UGV Stomper&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1027</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1027"/>
		<updated>2020-02-21T17:00:04Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook#Blackfish_Cargo: Test]&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry one of the following cargo combinations:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Marshall IFV'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Hunter MRAP'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Prowler LSV'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One UGV Stomper'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Two Prowler LSVs'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Prowler LSV and one UGV Stomper'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter MRAP or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler LSVs or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV and 1 UGV Stomper&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1026</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1026"/>
		<updated>2020-02-21T16:57:29Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
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&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry one of the following cargo combinations:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Marshall IFV'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Hunter MRAP'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Prowler LSV'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One UGV Stomper'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Two Prowler LSVs'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Prowler LSV and one UGV Stomper'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blackfish_Cargo&amp;quot;&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter MRAP or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler LSVs or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV and 1 UGV Stomper&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1025</id>
		<title>77th JSOC / Public Servers / Guides / Pilot / Pilot Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook&amp;diff=1025"/>
		<updated>2020-02-21T16:56:02Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Pilot Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers; it will cover the function of the pilot slots. It will cover pilot behaviour, responsibilities, and privileges, but also includes some tips and tricks to get the most out of your pilot role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The pilots have a key function of our servers. In addition to providing transport for men/materiel and fly CAP/CAS missions, they are expected to have a good grasp of server standards and are required to assist the acting HQ with maintaining order on the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by pilots:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be on TeamSpeak. They must be in the correct TeamSpeak channel for the server they are playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots should have the same name on TeamSpeak and in-game.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must be able to communicate proficiently with other players- especially with HQ and other pilots (Microphones are not required, but they must be able to communicate effectively and in a timely manner via typed messages).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must possess the basic skills to take off, fly, and land different types of aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must have read and understood the rules of our servers and enforce them to the best of their abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a player wants to be a Pilot they need to be in one of  the designated Pilot slots.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''It's important to know that none of the DLCs is required to be a pilot. The aircraft available within the base ARMA game are sufficient to be a pilot on our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to operate rotary and fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilots quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A Pilot that's comfortable flying different types of aircraft will be a great asset to the server.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The pilot are the highest ranking player in an aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots must at all times follow the correct ROE when flying CAP/CAS.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good Pilot will support and help his HQ to keep the servers organised and running smoothly.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots are to step up and organise ungrouped player in the absence of an HQ.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;The function of a pilot:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;On the 77th JSOC servers, a pilot's main function is to operate different types of air assets to support friendly ground combatants operations. This includes flying rotary-wing transport and fixed/rotary-wing CAP and CAS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots may not be sent out as an infantry/armor squad, even by HQ.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Pilot primary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary task of all pilots is to transport troops and materiel (such as ammo and equipment). An air transport mission is initiated either by HQ’s or at an SL’s request. The objective is to deliver men and/or materiel to a designated LZ. When performing air transport missions, the pilots are expected to judge the situation and always take proper precautions to safeguard the aircraft and its cargo. This means that a pilot has to determine the safest route to an objective and judge a suitable LZ before landing. '''It's up to the pilot to determine the safest flight route and LZ.'''&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot secondary function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The secondary task of the pilots are as CAP (Combat Air Patrol). In this role, the CAP pilot's main function is to protect friendly air and ground assets from enemy air assets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly locking on and/or firing on friendly rotary-wing assets or the base&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage enemy air assets that are directly firing on friendly CAS assets&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CAP can freely engage an enemy fixed-wing JET when being directly locked on and/or after being fired upon by said aircraft&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other threats are easily avoided by keeping the distance&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
In all other cases, only squad leader's can request CAP support, following the handbook about [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook#Calling_in_support: Calling in support]. Only specific targets are to be engaged, an SL must specify an exact target for a CAP request to be valid.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Armour/mortar squads are allowed to call in CAP support for self-protection in these situations:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When being fired upon by enemy rotary wing CAS assets.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When an enemy CAS JET and/or enemy UAV is close enough to engage the armour squad(within visual range).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot third function:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The third task of the pilots are CAS missions. These missions are flown with either fixed-wing or rotary-wing CAS aircraft. Pilots are advised to follow the standard ROE for CAS missions. The ROE for CAS missions is found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki. HQ is the only player able to approve the use of manned CAS aircraft. The CAS missions are requested by squad leaders in the field when they need the support from a CAS aircraft, it is then up to HQ to assign a pilot to the proper aircraft. While operating in a CAS role, pilots are expected to take care to follow the exact directions of the SL requesting the CAS mission. Because the SL usually is the closest observer to the strike area, they will direct the CAS mission and judge the effectiveness of the attack. Only specific targets are to be engaged, an SL must specify an exact target for a CAS request to be valid. A wide-spanning request for multiple targets/large area targets will not be regarded as a valid CAS mission and should be disregarded by CAS pilots.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot additional duties:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A pilot's additional duties are to assist and aid HQ in keeping the server in order. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To help new players ease into our server standards, pilot's are expected to help players understand and conform to server standards. If a player seems new they need to help inform the players of the correct procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If no HQ is online, the duties of organising players into squads and trying to keep the server in order fall directly on the pilots. They need to assign players in the same way any active HQ is expected to do so. For clarification on server standards when assigning players pilots are referred to the [http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook HQ handbook] section on primary function for HQ.&lt;br /&gt;
 &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will also have the ability to use the fixed artillery in the base. This is to be utilised when a fire mission is requested by an SL. If HQ is online, he may prioritise and decide if he or a pilot should perform the fire mission requested.  If no HQ is online, the pilots will have to decide within the pilot group who will perform the fire mission. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are one of a handful players on the servers able to utilise the Bobcat engineer vehicle; this is used to clear wreckage and holes on the runway and repair/rearm/refuel damaged aircraft. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Pilot behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Similar to the HQ, pilots are held to high standards. They are expected to behave appropriately and help uphold the servers standards to the best of their abilities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to help new players understand and follow the server procedures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots are expected to possess the basic skills to take off, fly, and land different types of aircraft. A player unable to handle the basic tasks of pilots will be removed from the pilot slot by administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a pilot operates an aircraft, they are solely responsible for their actions and the well-being of the airframe and its cargo. This means that it's up to the pilot to judge their skill level and fly accordingly. The fact that the pilot is solely responsible for what happens to his aircraft makes them the highest ranking officer in it. '''This means that a pilot has the right to refuse or move an LZ marked by any SL if they do not feel it's safe to land. In the aircraft, a pilot's word is final.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Improper behavior:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should know that some behaviors is considered improper when playing on the 77th servers. These behaviors are all subject to reprimands from administrative personnel. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Examples of poor behavior: &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''“Buzzing the tower”: Low and fast flying over the airfield, primarily in a fixed-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Any kind of barrel roll/loop with a rotary-wing aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Flying/hovering an aircraft over the infantry spawn/assembly area. (The area immediately in front of the hanger within the concrete barriers is a no-fly zone).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Sling loading over the infantry spawn/assembly area.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Reckless flying close to/over base causing danger to personnel/equipment.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Intentionally crashing/suiciding any kind of aircraft into ground, objects, or enemies.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''To turn off your engines midflight on a fully functioning aircraft.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Due to the noise produced, it is frowned upon to leave aircraft engines running at base for no apparent reason.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Parking the fixed wing aircraft infront of the assebbly area. When not in use, they should stay close to the hangar and Jet service pad.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Crash landing and respawn:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots will sometimes find themselves stranded with a damaged or destroyed helicopter. In these situations, there are specific procedures to regard. The following section will cover different ways pilots are expected to behave when they are stranded outside of the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damaged helicopter:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;From time to time, pilots will find themselves out of the base, on the ground with a damaged helicopter, unable to take off. In these situations, pilots need to remember to keep to the tactical gameplay.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots need to start with assessing the situation. In most cases a damaged helicopter is recoverable, the exception is a helicopter that is too close to an object to give enough clearance for the main rotor and/or anti-torque rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the pilot cannot safely take off due to obstacles to close to the helicopter he may proceed with destroying the helicopter and move to a safe LZ for an extraction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the helicopter is damaged and in such a position as to allow for a safe takeoff, the pilot should request support over the correct communication channels.'''(Support can be in the form of an engineer, repair container, and/or fuel container.)'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''To destroy a helicopter should only be considered as a last resort. Effort should always be taken to salvage any down helicopter.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''A pilot that time after time destroys a damaged helicopter without attempting to get it repaired will be removed from the pilot slot by administrative personnel.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Stranded pilot:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a pilot finds himself stranded outside of base he should not respawn, he should call for an evac and move to a safe LZ for extraction. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Respawn:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To increase the immersive and tactical gameplay a player should let his spawn timer run out when he gets shot. This applies to pilots as well. Pilots may respawn if they crash far from any friendly forces or in a place where it is impractical/impossible to get medical assistance within a reasonable time. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Exeptions:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Since the pilots have a key role on our servers and they are highly utilised during certain periods in the server cycle there will not always be time for realism.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If there is a high workload and all pilots and aircraft are needed to keep the server going there is a degree of lenience towards how pilots are to behave in situations involving: downed pilots, stranded pilots, and damaged helicopters. In situations where the pilots and helicopters are highly sought after HQ or pilots can decide to destroy a repairable helicopter and respawn back to base or respawn if they are stranded or down. '''Keep in mind, this is the last resort action, only to be taken under high workload situations.''' &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;77th JSOC server helpful info:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This section covers some general information relevant to pilots that will hopefully help with day-to-day operations on our servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''There is a set selection of aircraft in base always available for the pilots (listed in the section below).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You may get additional aircraft by purshasing them with pointsearned by the team. (if lost, they will not respawn).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Most rotary-wing aircraft will respawn within 1 to 2 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The base fixed-wing aircraft will respawn 15 minutes after being destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Aircraft left in the field will stay where they were left until retrieved or destroyed.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The liftable equipment such as Medical/Repair/Refuel containers and ammo boxes, needs to be airlifted to an LZ and then airlifted back to base after being used. They will not respawn if players move away from them. Hence, it is important to mark their location on the map if they are left out of base.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''You can repair/refuel/rearm an aircraft  with the Bobcat engineering vehicle, with the fuel/ammo/repair containers, or by landing on any of the repair pads at base. (It is recomended to use the repair pads).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Huron and Taru are the only two helicopters able to lift the Medical/Repair/Refuel containers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The Pilots are able to lock/unlock the turrets on helicopters. They are locked by default when the helicopter spawns (yet it is encouraged to double check).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If a fixed-wing aircraft or the Greyhawk UAV gets stuck/runs off the runway, pilots are able to sling load them to reposition them on the runway.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Blackfish drop operations:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The internal carrying capacity will allow the Blackfish to carry one of the following cargo combinations:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Marshall IFV'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Hunter MRAP'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Prowler LSV'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One UGV Stomper'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Two Prowler LSVs'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''One Prowler LSV and one UGV Stomper'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To load a vehicle in the Blackfish it needs to be parked behind the aircraft. The driver of the vehicle will have to use the scroll-wheel option &amp;quot;Load Vehicle&amp;quot; to load into the Blackfish.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To drop the vehicle, pilots use the scroll-wheel option &amp;quot;Unload all vehicles&amp;quot; to deploy vehicle/vehicles when over the designated drop zone. Due to the instant deployment of the parachute, it's recommended to drop vehicles at an altitude of 150 meters or less.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All aircraft have different characteristics and carrying capacity. The following is a short description of the different types of rotary-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MH-9 Hummingbird:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Hummingbird is a small transport helicopter. It is lightly armoured but makes up for it by being fast and agile. It has a basic main rotor and boom/tail rotor configuration. This helicopter is good when a small and nimble helicopter is required for a mission. The hummingbird will carry four of its passenger on external benches and two in the back. The lack of protection means both pilots and passengers are at a considerable risk when engaged by enemy fire; extra care is to be taken to stay away from small arms fire when flying close to enemy ground forces. '''The Hummingbird does not carry any flares.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MH-9 Hummingbird: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Light personnel transport.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;No.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;UH-80 Ghost Hawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Ghost Hawk is a medium utility/transport helicopter. It combines some basic defensive armament with good manoeuvrability to create a well-rounded helicopter able to fulfil most transport needs. It has a basic main rotor and boom/tail rotor configuration. This helicopter will carry most normal sizes squads (8-10) into battle and will be able to fend off infantry with its two passenger-operated miniguns. The crew and passengers are more protected in comparison to the Hummingbird and all are seated internally in the helicopter. The Ghost Hawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| UH-80 Ghost Hawk: &lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-49 Mohawk:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Mohawk is a large Utility/Transport helicopter with a main rotor/tail rotor configuration. It is equipped with an aft ramp which will increase the load/unload capacity and enable the two rear passengers to shoot out of the helicopter when open. The addition of a ramp means a higher positioned tail rotor, making the helicopter ''less'' prone to tail rotor strikes during landings. On the other hand, the tail rotor will ride higher at high-speed flight. The Mohawk is equipped with flares for added protection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large Utility/Transport Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;CH-67 Huron:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Huron is a large cargo/heavy lifting helicopter equipped with a tandem rotor design. '''It is one of two helicopters able to lift heavy equipment/vehicles on our servers.''' The Huron has a large carrying capacity and is well suited for large extractions from safe LZs. Due to its size and cumbersome nature, the Huron is not suitable for stealth missions and flights into cramped LZs. The Huron is a big target, but it is able to sustain heavy fire and keep on flying. With this said, a pilot still needs to be mindful of enemy forces. To help the Huron survive in a hostile environment, it's equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Cargo/Lift Helicopter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MI-290 Taru:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Taru is a heavy lift helicopter with a coaxial rotor system design. It is specifically designed for sling load operations and '''it is one of two helicopters on the server able to lift any of the repair/refuel/medic containers available.''' The coaxial rotor design removes the possibility of a tail rotor strike during landing and reduces the danger of an anti-torque failure. The Taru is a fast and agile helicopter for its size, as long as it's not slinging any cargo. To improve the helicopter's survivability in combat situations, it is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| MI-290 Taru:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Heavy Lift Helicopter&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 loadmaster.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing aircraft types:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a short description of the different types of fixed-wing aircraft that are supplied as standard equipment at the base.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Y-32 Xi’an:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Xi’an is a fixed-wing VTOL aircraft fitted with two lifter fans embedded in the wings and two rear mounted engines for stability and forward propulsion. The Xi’an is a medium infantry transport aircraft capable of high-speed level flight. The design does not lend itself to the same amount of precision manoeuvring as a traditional rotary-wing aircraft. This, in combination with its high speed, gives the Xi’an a primary role of long distance transport. The limited manoeuvrability during the approach and landing phases prevents the Xi’an from being utilised in the same manner as a rotary-wing aircraft. Any pilot flying the Xi’an should take these limitations into consideration when planning his flight route and LZ selection. The Xi’an is a well-armored aircraft with all passengers being carried internally. For quick and easy deployment, it's equipped with a rear mounted loading ramp. For additional survivability in hostile environments, the Xi’an is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Medium troop transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;V-44 X Blackfish:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish is a large vehicle transport aircraft with VTOL capabilities. It is equipped with two large turboprop engines mounted in pivoting nacelles on each wingtip. It has a large cargo door on the aft end that makes it possible to load vehicles into the fuselage. The size of the Blackfish makes it a big and easy target for enemies. During take-off and landing, it is slow, sluggish in manoeuvres and cumbersome. To increase its survivability, the Blackfish is equipped with flares.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Blackfish's main purpose is high speed vehicle transportation and airdrop. It has the capability of airlifting vehicles internally and even para dropping vehicles over the desired location. It is recommended to drop vehicles low (lower than 150m), for the parachute opens immediately and can stray off course. The internal carrying capacity will allow the Blackfish to carry either: one Marshall IFV, one Hunter MRAP, one Prowler LSV, one UGV Stomper, two Prowler LSVs or one Prowler LSV and one UGV Stomper.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''All of the aforementioned vehicles are able to be loaded and airdropped with a full compliment of crew.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=Blackfish_Cargo&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| V-44 X Blackfish:&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Large vehicle transport VTOL.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pilots.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Cargo capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter MRAP or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler LSVs or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV and 1 UGV Stomper&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;A-143 Buzzard (AA):&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The Buzzard is a fixed-wing air-to-air combat aircraft. Its main purpose is to engage and destroy enemy air assets. The Buzzard is small and agile but is slower and less powerful than many other aircraft. Because of its characteristics, the pilot will have to rely on the Buzzard's manoeuvrability before speed or engine power. The Buzzard is equipped with a 20mm cannon armed with high explosive rounds, two short-range air-to-air missiles and four long-range air-to-air missiles. To increase the survival rate in an air combat situations, the Buzzard is equipped with a countermeasure system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''If a pilot looses the Buzzard it will take 15 min for it to respawn at base.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| A-143 Buzzard (AA):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Amount available at base:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Type:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Fixed-wing air-to-air fighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Carrying capacity:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 pilot.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Armament:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;200 rounds 20mm HE cannon rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 long range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 short range air-to-air missiles.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Countermeasures:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Yes.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: flight planning and evasive maneuvers:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good pilot does not overestimate their skill; they should know their limit and stay within them. Pilots failing to recognise their limits and constantly crashes or misbehaves on our servers are running the risk of being removed temporarily or permanently from the pilot slots or the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; To start with, a good pilot knows when to adopt a specific flight profile. Especially helicopter pilots need to know when and where to fly with a specific flight profile. What most pilots must remember is that a helicopter is highly manoeuvrable at slow to moderate speeds. High-speed flight in a helicopter is mostly used to cover ground when no threats are present. If engaged by enemies, a helicopter pilot will have to rely on the helicopters manoeuvrability, not its speed. This is especially true if engaged by enemy fixed-wing aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight phases:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In an ordinary rotary-wing transport flight, there will be a couple of different stages in the mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The basic ones are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Take-off phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Transport phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Combat phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Approach phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Landing phase.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Take-off phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The first part of a flight will be the take-off. During this phase the pilot will either be in a busy base or may be in a cramped LZ, squeezed in between trees/buildings. It is important for the pilot to have situational awareness and keep track of the helicopter's extremities to minimise the risk of hitting obstacles. If the pilot is at an LZ and finds themselves coming under small arms fire, it's recommended to turn the helicopter so that the cockpit will not be hit. This is to minimise the risk of a bullet killing the pilot. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Transport phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The majority of the flight is going to be in the transportation phase. During this phase, a pilot will have to adjust their altitude and flight profile to the threats presented to them. This is usually when the pilot will fly their helicopter at max speeds because there is usually no need for high manoeuvrability and a high speed is desirable to cover as much ground as possible. If there are no threats present, there is no need for extreme manoeuvres or extreme low flying. This will only put the aircraft and its cargo in unnecessary danger. Flight in a safe area without any threats should be conducted at such an altitude as to guarantee no risk of colliding with any objects or the ground. Be specifically vigilant towards power lines and similarly hard to see objects.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Combat phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;This phase will be more prominent the closer to the AO a pilot gets, or when engaged by an enemy anti-air asset. When entering into a hostile AO or close to it, it should be expected to see an increase in hostile forces. It's advised to start scanning the area ahead and have a rough idea of what to do when engaged by enemy forces. To be aware of any hills that might provide cover and start slowing down for increased manoeuvrability is highly recommended. In the combat phase, there will be an emphasis on manoeuvrability. High speed is, therefore, counterproductive in most rotary-wing cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Approach phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying a rotary-wing mission into an LZ, especially, into an unknown area, '''the key to success lies in situational awareness.''' If the pilot has done the planning correctly, they will be landing into a good LZ and the only concern would be enemy troops engaging the aircraft during the last sections of the flight. During the approach, the pilot should take the time to evaluate the LZ when it enters into the field of view and make final adjustments in preparation for landing. A good practice is to fly perpendicular to any hostile threats reported or detected since this will make the aircraft a lot harder to be hit by enemy forces. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Landing phase:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the landing it's important to keep vigilant and mind the surroundings. At the base, there will be a lot of activity going on and it's important to be aware of other aircraft and obstacles close to the airframe. In a rotary-wing aircraft, pilots must keep in mind that the rotor is a lot larger than the fuselage, and the blades may hit objects causing damage to men and materiel.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; When landing at an LZ, it's important to take obstacles like power lines, wall sections, ditches, and slopes/uneven terrain into consideration. If a pilot is performing a landing on a steep hillside with a single rotor helicopter, the best way to do this is to land with the nose of the helicopter uphill. This is to prevent the tail rotor from hitting the hillside. With a tandem or a coaxial rotor helicopter, this practice is not necessary. '''Keep in mind that the practice of landing on a steep hillside is extremely dangerous if the hillside is too steep.''' It may cause the airframe to uncontrollably slip downhill. If there is no other option than to do a drop/pickup at an LZ with extreme gradients, the pilot is recommended to do a low hover close to the hillside and keep his eyes on the rotor disk checking so it won't hit the hillside. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight planning:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Pilots should never underestimate the importance of planning their flight. A properly planned flight will have a greater chance of success. The following are basic guidelines to consider when planning a flight:&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;LZ Selection:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The pilot is expected to know how to select a safe LZ. To determine a good location for an LZ, the pilots are advised to review their maps before a mission and pay special attention to terrain features and elevation. What pilots are looking for in a good LZ is a sufficient distance to any eventual enemies and cover from the direct line of sight of any expected enemies. Also, they should check for flat ground and areas clear of trees. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;'''As a rule of thumb:''' If the enemies can't see the aircraft, they can't kill the aircraft. This is applied to both visual and radar signature. Hence, a pilot's best friend is hills and ridgelines. To put hardcover between the airframe and a suspected enemy area is always the best approach to selecting an LZ. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Flight route planning:&amp;lt;/h3&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned before, a flight should always be performed in the safest way possible. Hence the importance of flight planning cannot be underestimated. Once again the threat level in the area of operation will determine the safest way to conduct aerial operations. Additionally, pilots need to watch out for any side objectives that may be along the way. The most important thing to remember when flying close to a hostile area is to stay in cover. When planning the flight route pilots should pay extra attention to ridgelines and hills to use as cover to place between their aircraft and any enemies. A flight path running perpendicular to any enemies will make the helicopter harder to hit and increase survivability. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Evasive maneuvers:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Depending on what the pilot is flying and what it is that's engaging them, the procedures will vary slightly. Some basic procedures can be applied when a pilot finds themselves in a situation in where they are being engaged. The following is a basic explanation about the different types of threats and how to try and counter them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When flying rotary-wing aircraft, a pilot need to know its weaknesses and strengths. Helicopters are highly manoeuvrable at slow to medium speeds and a good pilot can utilise the terrain and fixed objects to shield his aircraft from incoming fire.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As mentioned previously, the most efficient way to stay safe when being engaged by ground AA is to fly with a speed that gives the pilot most manoeuvrability out of his aircraft. The pilot should find hills, ridgelines, buildings, and other obstacles to break the line of fire between the enemies and the aircraft. This is one of the few efficient ways of defending the helicopter from radar-assisted gunnery, heavy vehicle mounted guns, and SAM systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If cover is scarce, flying perpendicular to enemies, in an unstraight line, weaving and dodging, will increase the difficulty of hitting the aircraft.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To most efficiently safeguard from small arms fire, pilots are advised to never fly directly towards enemies firing upon the airframe. A helicopter canopy is seldom bulletproof and one stray bullet can be enough to kill the pilot flying.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Rotary-wing engaged by aviation:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter pilot is being engaged by another aircraft, his best defence is manoeuvring. When engaged by an enemy fixed-wing aircraft there is no point in trying to outrun the enemy. A jet will always outfly the helicopter in a straight line. A helicopter pilot's best defence is to start extensive manoeuvring, making it difficult for the enemy pilot to engage with canons and to get a lock on with his lock-on systems.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the case of an enemy aircraft attack, height will have little effect on the outcome of the engagement. In some cases, the aircraft chasing will have the advantage of higher altitude and flying low will only increase the danger of hitting an obstacle or ground.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In other cases, low flying will put a ridgeline or mountain in-between the helicopter and enemy aircraft. This is more likely the case if the enemy is engaging with rotary-wing aircraft. The emphasis should be put on evasive manoeuvres and manoeuvrability. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Situational awareness needs to be high and identifying if a low flight profile will help or hinder in the selection of the flight path and evasive manoeuvres. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by ground forces:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In a fixed-wing aircraft the key to success is speed and altitude. The best way of staying safe is, as always, to stay outside of the effective range of any enemy AA units. If an engagement is needed inside of the effective range of enemy AA, the best approach is from high altitude with high speed, as to decrease exposure time over enemy forces, then quickly egressing the AA area is key to survival.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Fixed-wing engaged by air assets:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When faced with an enemy aircraft engaging, the best method of defence is speed or altitude. If a pilot has the altitude advantage, they possess the ability to convert their altitude to speed, if they have the speed, they possess the ability to convert it to altitude. Staying one step ahead of any enemy aircraft is important. If it comes down to an air-to-air engagement, the best way for survival is to know your aircraft and its limitations. To increase the odds of success it's key to quickly identify the enemy aircraft so you are able to determine its flight characteristics. When a pilot knows both his and the enemy aircraft limitations, he can plan his flight accordingly and should have a good chance of success. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Tips: helicopter damage:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All vehicles in ARMA can take some damage and still function. In the case of rotary-wing aircraft, they have a lot of parts that are able to take damage, and still allow the aircraft to fly. This section will cover the different damage indications, what they represent, and how damaged parts will affect the performance and handling of the aircraft. The indicators will alter between three different colours depending on the amount of damage a specific section of the aircraft has taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Normally the indication is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;'''white'''&amp;lt;/em&amp;gt;. This means the component is undamaged, fully functional, and the helicopter is in good condition. When a component has taken damage it will first turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;. This indicates that the component is damaged and may cause problems for the helicopter. Lastly, a component can be &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, this indicates a completely broken component and warrants an immediate action. It is wise to repair the aircraft as soon as any component indicates &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Damage indication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To start with. There are six different damage indications for helicopters in ARMA. On the standard ARMA HUD layout, you will find them in the top lefthand corner of your screen, with the fuel quantity, speed, and altitude indication. The fuel is shown as a long, horizontal white line that decreases slowly while the engine is on. The indications are as follows: HULL, ENG, INST, ATRQ, and SLG.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HULL:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The HULL indicator shows the integrity of the airframe/fuselage.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the HULL indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt; or &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, pilots are advised to keep a close eye on the fuel indicator to see if there is a fuel leak. Pilots are advised to plan their flight according to the leak rate, they may have to quickly decide if they can make it back to base or if they should attempt an emergency landing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the hull is slightly damaged and the helicopter is still usable, however, the pilot should exercise some caution when flying close to enemies and during landings, since the hull will not sustain a great deal of enemy fire or too hard of a landing in this state.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the HULL indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the pilot should exercise extreme caution when operating the helicopter. Any enemy fire or even a slightly hard landing will most likely result in the helicopter being destroyed. When the hull is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt; it's always advised to land and repair as soon as possible. If the hull is damaged there is an even greater risk that the fuel tanks are punctured.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ENG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ENG indicator shows the condition of the aircraft's engine.&amp;lt;/p&amp;gt; &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the engine suffers from light damage, as shown by the ENG indicator turning &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the performance of the engine will be reduced, meaning it will have less power and react slower to commands. Heavy lifting or high power maneuvers with a damaged engine are not recommended. The pilot have to take this into consideration when planning his flight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the ENG indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, there is a critical problem with the engine. This will most likely result in the engine losing all of its power, and shutt down. If in the air, a pilot should immediately begin scanning the terrain for a suitable landing zone, and prepare for an emergency landing/engine off landing(autorotation). If on the ground, the engine will most likely shut down/not start and repairs needs to be performed before next engine start.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;INST:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The INST indicator shows the condition of the aircraft's instruments.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the INST indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, pilots will experience flickering instruments in the cockpit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If the INST indicator is indicating &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the cockpit displays will turn black.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;ATRQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The ATRQ indicator shows the condition of the helicopter's anti-torque system.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Depending on the helicopter design, this will refer to, either an anti-torque rotor mounted on the tail boom, one of two rotors on a tandem rotor helicopter, or one of the two rotors on a coaxial rotor helicopter. Regardless of the type, if the anti-torque system gets damaged, the helicopter's handling characteristics will dramatically change, especially at low-speed flight. This is most noticeable through a rotational motion in the yaw axis of the aircraft.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a helicopter takes damage to its anti-torque system and the ATRQ indication turn &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, there will be a slight alteration to the stability and maneuverability in the yaw axis. This means that the response to rudder input will be sluggish, and unresponsive. Pilots should plan their manoeuvres with this in mind. Since the anti-torque system is critical during low-speed manoeuvres, especially during takeoff and landings, they need to select their LZs and plan for the reduced amount of control they will have over the helicopter. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the ATQR indicator is &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the anti-torque system is disabled. This means that the pilot will not have any control of the movements in the yaw axis at medium to slow speeds with the engine powering the main rotor. At high-speed flight, the helicopter will fly and behave as it should, but decreases in speed will cause the helicopter to gradually start spinning around its main rotor axis. When the anti-torque system is completely disabled, the easiest way of landing the helicopter is through a powerless landing (autorotation). If the helicopter is on the ground, it is advised to repair the anti-torque system before taking off. &amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of an anti-torque system failure is pilot error, resulting in the anti-torque rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. This is especially important during takeoff and landings. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;MROT:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The MROT is the damage indicator for the helicopter's main rotor.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The main rotor is the primary airfoil providing the helicopter with the lift needed to stay airborne. If a helicopter loses its main rotor, it will lose its ability to fly.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the helicopter will no longer have a fully functioning main rotor, although the aircraft still can fly, performance is greatly reduced. Pilots are advised to take this into consideration and try to avoid high stress or high power flying with a damaged main rotor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the MROT indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the rotor is usually completely severed from the airframe. If the helicopter isn't already on the ground when this happens, it will be in a matter of seconds. If the main rotor is lost, the only way to repair it is by the use of the repair container, the Bobcat engineer vehicle, or by landing on the repair pad.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The most common cause of a complete main rotor failure is pilot error, resulting in the main rotor hitting an object or the ground. Pilots are therefore urged to always stay vigilant to obstacles whenever they fly close to them. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;SLG:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The SLG indicator refers to the sling hook mounted under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; This system is used to lift cargo/equipment externally under the helicopter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: orange;&amp;quot;&amp;gt;'''orange'''&amp;lt;/em&amp;gt;, the system is damaged and the ability to sling load cargo might be hampered.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If the SLG indicator turns &amp;lt;em class=&amp;quot;combatText&amp;quot; style=&amp;quot;color: red;&amp;quot;&amp;gt;'''red'''&amp;lt;/em&amp;gt;, the system is disabled and the helicopter will have to be repaired before the pilot will be able to perform any sling loading operations with the damaged helicopter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Pilot_/_Pilot_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Armored&amp;diff=1007</id>
		<title>77th JSOC / Public Servers / Guides / Armored</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Armored&amp;diff=1007"/>
		<updated>2019-09-11T21:13:55Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;infoboxTables&amp;quot;&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;|Armored&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Suggested Setup&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Crew&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Commander&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Driver&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Gunner&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Secondary Pistol&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Sound Suppressor&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 magazines&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;/ul&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Laser Designator&amp;lt;/li&amp;gt;      &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Standard uniform&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
   &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides Previous]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mainRoleContainer&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Job description&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;p class=&amp;quot;jobDescription&amp;quot;&amp;gt;&lt;br /&gt;
As an armored unit, you are a supportive fire team. Your job is to take out enemy heavy armor and suppress the enemy when requested.&lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p class=&amp;quot;jobDescription&amp;quot;&amp;gt;&lt;br /&gt;
An armored unit must consist of enough players to fill all crew slots on the vehicle, meaning all available gunner, driver and commander seats must be occupied.&lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Responsibilities&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;ul class=&amp;quot;responsabilities&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Supporting friendly units in the AO&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Transportation when needed&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Secure locations and set up defensive positions&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Extended profile&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
A tank crew needs to be able to work together and communicate. A commander is needed to control the actions of the crew and will also usually operate the radio communications with HQ and other squad leaders.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt; &lt;br /&gt;
While a tank might seem safe with its heavy armor, stay cautious and be aware of your surroundings. A tank can be very vulnerable and easy to destroy, it is prone to anti-tank fire by both ground and air units. The tank can be a very important element of the game, but is also hard to operate effectively and requires practice and a skilled team to achieve its full potential. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
Your main objective is to support friendly units in the AO with whatever they might need. If no support is requested, the tank should be on standby and ready to support at a moment’s notice. Certain vehicles, such as the Marshal or Slammer, can also provide transport if needed, allowing troops to become more mobile and able to move quickly around the AO. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
The armored unit may need to defend important objectives such as the HQ or an MSR (Main Supply Route). For this, you need to find a good vantage point where you can defend the location, but still have cover available to escape incoming enemy fire. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Armored&amp;diff=1006</id>
		<title>77th JSOC / Public Servers / Guides / Armored</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_Armored&amp;diff=1006"/>
		<updated>2019-09-11T21:11:35Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;infoboxTables&amp;quot;&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;|Armored&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Suggested Setup&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Crew&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Commander&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Driver&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Gunner&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Secondary Pistol&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Sound Suppressor&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 magazines&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;/ul&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Laser Designator&amp;lt;/li&amp;gt;      &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Standard uniform&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
   &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides Previous]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mainRoleContainer&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Job description&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;p class=&amp;quot;jobDescription&amp;quot;&amp;gt;&lt;br /&gt;
As an armoured unit, you are a supportive fire team. Your job is to take out enemy heavy armour and suppress the enemy when requested.&lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p class=&amp;quot;jobDescription&amp;quot;&amp;gt;&lt;br /&gt;
An armoured unit must consist of enough players to fill all crew slots on the vehicle, meaning all available gunner, driver and commander seats must be occupied.&lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Responsibilities&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;ul class=&amp;quot;responsabilities&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Supporting friendly units in the AO&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Transportation when needed&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Secure locations and set up defensive positions&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Extended profile&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
A tank crew needs to be able to work together and communicate. A commander is needed to control the actions of the crew and will also usually operate the radio communications with HQ and other squad leaders.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt; &lt;br /&gt;
While a tank might seem safe with its heavy armour, stay cautious and be aware of your surroundings. A tank can be very vulnerable and easy to destroy, it is prone to anti-tank fire by both ground and air units. The tank can be a very important element of the game, but is also hard to operate effectively and requires practice and a skilled team to achieve its full potential. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
Your main objective is to support friendly units in the AO with whatever they might need. If no support is requested, the tank should be on standby and ready to support at a moment’s notice. Certain vehicles, such as the Marshal or Slammer, can also provide transport if needed, allowing troops to become more mobile and able to move quickly around the AO. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
The armoured unit may need to defend important objectives such as the HQ or an MSR (Main Supply Route). For this, you need to find a good vantage point where you can defend the location, but still have cover available to escape incoming enemy fire. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=1001</id>
		<title>77th JSOC / Public Servers / Guides / SL / Squad Leader Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=1001"/>
		<updated>2019-08-21T18:42:07Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Squad Leader Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for players on the 77th JSOC servers, it will cover the function of the squad lead role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of the squad lead role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The squad leader have a vital function on our servers, he will be leading a group of players forming a squad into combat, the squad leader will have the overall responsibility for the well-being of his squad members. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Since the squad leader has such a vital role on the server they are expected to behave appropriately. Under no circumstances are the squad leader allowed to break any server rules or order any of his squad members to do so. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Squad leaders tend to be the role that most frequently have to take care of new players and get them understand the way our servers function, with this in mind it's good if a squad leader like to share their knowledge and experience with others and are willing to contribute to new players integrating to the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by a squad leader:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to have read and understood the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] for our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader is preferably in a squad leader slot (This will grant them access to equipment specially available to the squad leader slot).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to create a squad through the squad management system and name it within the phonetic alphabet.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''A squad leader needs to have the squad leader position in the squad management system so he can communicate proficiently with HQ or other SL’s or have assigned this position to a squad member he designates as a Radio operator.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader slot in the bobby is the only slot able to carry a laser designator, this gives the squad leader the ability to laser designate targets for UAV/CAS if he needs additional fire support.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is one of two classes able to carry a grenade launcher on his primary weapon. This is to give him the ability to lay down smoke for concealment or marking targets/friendlies/safe LZs. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader can carry RPG type weapons to fend of light armoured vehicles and increase the survivability of the squad. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader is the only player in a squad able to listen to command channel. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A player planing to play the role of a squad leader should primarily use the squad leader slot in the lobby.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is responsible for communications between himself and HQ/pilots/UAV/other squad leaders.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader will take care of his squad members, newer expose them to any excessive risks when in a combat situation.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders will have to try to adjust his squad composition to the task at hand.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader listens to his men, he takes their advice and utilize their experience in his decision making.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders should know the correct radio etiquette and keep their transmissions short and concise.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders are role models for their squads and are expected to behave thereafter.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Function of a squad leader:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary function of a squad leader is to lead his squad in different missions assigned by HQ.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the function of a squad leader lies the responsibility of communicating with the rest of the servers different elements, this will primarily be done over command channel.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader is the only one in the squad that should communicate with HQ/pilots, this should be done over command channel and is done to reduce the workload for HQ/pilots.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad composition:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should always check so his squad fulfill the minimum manpower requirements before deploying to the AO. (Minimum manpower requirement can be found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki).&lt;br /&gt;
When it comes to squad composition, a good rule of thumb is that a squad should have a squad leader and minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to meet the criteria of the mission ahead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Special circumstances apply to a armor crew. Check the wikipedia page for the armor unit for additional information.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad leader behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The 77th JSOC want all players to be included, especially new players not accustomed to the specific server environment we provide. With this in consideration, the squad leaders have a vital role to fulfil. Since new players will be assigned to different squads the squad leaders will have to shoulder a large responsibility to help new players understand our server standards. Anyone not willing or unable to help new player onto our servers should not consider playing as a squad leader. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should try to take care of new players on the server, try to help them integrate into the squad and help them understand the specific way our servers functions. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All task placed on the squad leader are aiming towards a smoother running server, this means that the squad leader are to do his best to get his squad members to abide by the server rules.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the final say in a dispute with another player in the squad. With this said, a good SL knows to listen to the squad members and consider their input into the decision process, to include their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. Individual players may possess great amounts of knowledge about a specific matter and an SL failing to make good use of this may end up getting his whole squad killed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good SL do not micro manage his squad in absurdum, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the overall responsibility to give all his squad members a fair treatment, he needs to be able to see to his soldiers and be fair to all of them accounting for their limitations and treat all of them with an equal amount of respect .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a dispute can not be settled between the SL and another squad member an Admin/Ambassador should be contacted to deal with the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Good to know:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As a squad leader there is some useful information to remember when playing the role. In this section, we will cover some important information useful to anyone wanting to lead a squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad manager system:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad manager system on our servers provide the players with the means to organise their squads. This system is called Group Managment in the game, it is an important tool for the squad leaders and they should take their time to familiarise themselves with it. The following information will provide players with some basic functions for the squad manager system. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The default key binding to open the squad manager system is &amp;quot;U&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;If a player gets an invite sent to them a popup message will appear on their screen and they will be able to press and hold the &amp;quot;U&amp;quot; button until they automatically join the squad they were invited to.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To navigate through the squad list players can use the up and down arrow keys.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;In the bottom part of the interaction menu you will find a &amp;quot;Join&amp;quot; and &amp;quot;Leave&amp;quot; button. These are used when a player wants to join a selected squad or leave the squad they are in. Note: the &amp;quot;Leave&amp;quot; button will only show when a player is in a squad.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To create a squad, press the &amp;quot;Create&amp;quot; button. If a player is planning on leading a squad it is recommended to start with pressing the &amp;quot;Create&amp;quot; button, then immediately disband/leave the squad, then click &amp;quot;Create&amp;quot; once more. This will reduce the likelihood of random players joining the squad when they spawn into the server.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;After a squad leader has created a squad they will be able to rename the squad by clicking on the squad name in the management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;A squad leader is able to lock the squad by selecting his squad to private, this will prevent any player from joining the squad without first getting an invite sent to them by the squad leader.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to kick any player from the squad by selecting the player in the player menu and then pressing the &amp;quot;Kick/Ban&amp;quot; button.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to promote another squad member to squad lead by selecting the player in the player menu and then pressing &amp;quot;Promote&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to Disband the whole squad if needed, it is done by pressing the &amp;quot;Disband&amp;quot; button. This will ungroup all squad members and remove the squad from the squad management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Comunication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Different procedures applies to communication between squads, HQ, UAV and Pilots. It is primarily the job of a squad leader to communicate with other elements. A squad leader can, if he feel the need, assign a squad member to be the designated radio operator. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a squad leader is utilising a radio operator, the radio operator will have to be in the squad leader slot in the group manager system. This will enable him to hear the command channel. The designated radio operator need to follow the communication guidelines established for squad leaders. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During normal circumstances, the squad leader should be the only one in the squad communicating with HQ and pilots. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Guidelines for Communication:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When sending a message over the command channel, the sender should always start with identifying the reciever followed by their own identity&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To reduce radio trafic, all voice comunications should be as short as possible&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Voice comunications should always be to the point and have a clear message that is easy to understand by the receiver&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Communication procedure: [Request] –&amp;gt; [Contact] -&amp;gt; [Message] -&amp;gt; [Ending]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Keep all channels clean for a good communication between players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only one person can speak on command channel at a time.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can request communication with all elements on the command channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The end of channel use should always be clear for other elements.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Troop transport:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leaders are expected to  be the one requesting lift from HQ or pilots for him and his squad. This includes organising lifts for individual members.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Transportation requests are to be performed primarily over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If requested, a squad leader is to mark a desired LZ or EVAC point on the map in an appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Resupply request:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader is responsible for the squad and need to request a amo drop if they run low on ammo.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a squad leader decides to call in supplies for his squad it's recommended to inform HQ/pilots of what type of ammo and quantity is needed. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a supply request is made the squad leader should locate and mark a safe LZ for the delivery of the supplies and mark it on the map in the appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Calling in support:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The only player able to call in support is the squad leader, to do this they need to call for support over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Squad leaders should only call in support on targets posing a direct threat to their squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When requesting support the squad leader should specify what kind of support they want (UAV, CAP, CAS or Armour), what kind of target they need to engage, quantity of targets and location of targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;An example of SL support call would be: &amp;quot;UAV, this is Bravo, request GBU strike on one MBT Kuma near radio tower, 500 meter north of our position&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;It is recommended that the squad leader mark the targets on the map to ease the target acquisition for the support element.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If possible and if it will help, the squad leader can mark enemy positions with red smoke, this will indicate a target area for any friendly CAS units tasked with the fire support mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Using smoke:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader are able to carry a rifle able to use 40mm smoke rounds and standard smoke grenades. These are excellent to conceal squad movement, marking squad position and enemy position. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When at an EVAC zone and having helicopters inbound it's the squad leaders responsibility to deploy blue smoke. One smoke at a time is sufficient to mark a landing zone, any more and pilots might have frame rate problems during the approach.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
   There are several types of smoke to be used, this is the list of the primary smokes used on our servers.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue smoke&amp;lt;/em&amp;gt; : Used to signal extraction (only to be used by the squad leader)&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;White smoke&amp;lt;/em&amp;gt; : Used to cover visual line of sight to either get in cover safely or retrieve downed members&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:green;&amp;quot;&amp;gt;Green smoke&amp;lt;/em&amp;gt; : Used to mark friendly positions to avoid blue-on-blue fire&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:red;&amp;quot;&amp;gt;Red smoke&amp;lt;/em&amp;gt; : Used to mark enemy positions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=1000</id>
		<title>77th JSOC / Public Servers / Guides / SL / Squad Leader Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=1000"/>
		<updated>2019-08-21T18:39:28Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Squad Leader Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for players on the 77th JSOC servers, it will cover the function of the squad lead role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of the squad lead role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The squad leader have a vital function on our servers, he will be leading a group of players forming a squad into combat, the squad leader will have the overall responsibility for the well-being of his squad members. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Since the squad leader has such a vital role on the server they are expected to behave appropriately. Under no circumstances are the squad leader allowed to break any server rules or order any of his squad members to do so. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Squad leaders tend to be the role that most frequently have to take care of new players and get them understand the way our servers function, with this in mind it's good if a squad leader like to share their knowledge and experience with others and are willing to contribute to new players integrating to the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by a squad leader:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to have read and understood the rules for our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader is preferably in a squad leader slot (This will grant them access to equipment specially available to the squad leader slot).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to create a squad through the squad management system and name it within the phonetic alphabet.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''A squad leader needs to have the squad leader position in the squad management system so he can communicate proficiently with HQ or other SL’s or have assigned this position to a squad member he designates as a Radio operator.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader slot in the bobby is the only slot able to carry a laser designator, this gives the squad leader the ability to laser designate targets for UAV/CAS if he needs additional fire support.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is one of two classes able to carry a grenade launcher on his primary weapon. This is to give him the ability to lay down smoke for concealment or marking targets/friendlies/safe LZs. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader can carry RPG type weapons to fend of light armoured vehicles and increase the survivability of the squad. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader is the only player in a squad able to listen to command channel. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A player planing to play the role of a squad leader should primarily use the squad leader slot in the lobby.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is responsible for communications between himself and HQ/pilots/UAV/other squad leaders.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader will take care of his squad members, newer expose them to any excessive risks when in a combat situation.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders will have to try to adjust his squad composition to the task at hand.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader listens to his men, he takes their advice and utilize their experience in his decision making.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders should know the correct radio etiquette and keep their transmissions short and concise.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders are role models for their squads and are expected to behave thereafter.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Function of a squad leader:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary function of a squad leader is to lead his squad in different missions assigned by HQ.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the function of a squad leader lies the responsibility of communicating with the rest of the servers different elements, this will primarily be done over command channel.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader is the only one in the squad that should communicate with HQ/pilots, this should be done over command channel and is done to reduce the workload for HQ/pilots.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad composition:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should always check so his squad fulfill the minimum manpower requirements before deploying to the AO. (Minimum manpower requirement can be found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki).&lt;br /&gt;
When it comes to squad composition, a good rule of thumb is that a squad should have a squad leader and minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to meet the criteria of the mission ahead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Special circumstances apply to a armor crew. Check the wikipedia page for the armor unit for additional information.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad leader behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The 77th JSOC want all players to be included, especially new players not accustomed to the specific server environment we provide. With this in consideration, the squad leaders have a vital role to fulfil. Since new players will be assigned to different squads the squad leaders will have to shoulder a large responsibility to help new players understand our server standards. Anyone not willing or unable to help new player onto our servers should not consider playing as a squad leader. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should try to take care of new players on the server, try to help them integrate into the squad and help them understand the specific way our servers functions. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All task placed on the squad leader are aiming towards a smoother running server, this means that the squad leader are to do his best to get his squad members to abide by the server rules.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the final say in a dispute with another player in the squad. With this said, a good SL knows to listen to the squad members and consider their input into the decision process, to include their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. Individual players may possess great amounts of knowledge about a specific matter and an SL failing to make good use of this may end up getting his whole squad killed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good SL do not micro manage his squad in absurdum, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the overall responsibility to give all his squad members a fair treatment, he needs to be able to see to his soldiers and be fair to all of them accounting for their limitations and treat all of them with an equal amount of respect .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a dispute can not be settled between the SL and another squad member an Admin/Ambassador should be contacted to deal with the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Good to know:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As a squad leader there is some useful information to remember when playing the role. In this section, we will cover some important information useful to anyone wanting to lead a squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad manager system:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad manager system on our servers provide the players with the means to organise their squads. This system is called Group Managment in the game, it is an important tool for the squad leaders and they should take their time to familiarise themselves with it. The following information will provide players with some basic functions for the squad manager system. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The default key binding to open the squad manager system is &amp;quot;U&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;If a player gets an invite sent to them a popup message will appear on their screen and they will be able to press and hold the &amp;quot;U&amp;quot; button until they automatically join the squad they were invited to.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To navigate through the squad list players can use the up and down arrow keys.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;In the bottom part of the interaction menu you will find a &amp;quot;Join&amp;quot; and &amp;quot;Leave&amp;quot; button. These are used when a player wants to join a selected squad or leave the squad they are in. Note: the &amp;quot;Leave&amp;quot; button will only show when a player is in a squad.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To create a squad, press the &amp;quot;Create&amp;quot; button. If a player is planning on leading a squad it is recommended to start with pressing the &amp;quot;Create&amp;quot; button, then immediately disband/leave the squad, then click &amp;quot;Create&amp;quot; once more. This will reduce the likelihood of random players joining the squad when they spawn into the server.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;After a squad leader has created a squad they will be able to rename the squad by clicking on the squad name in the management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;A squad leader is able to lock the squad by selecting his squad to private, this will prevent any player from joining the squad without first getting an invite sent to them by the squad leader.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to kick any player from the squad by selecting the player in the player menu and then pressing the &amp;quot;Kick/Ban&amp;quot; button.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to promote another squad member to squad lead by selecting the player in the player menu and then pressing &amp;quot;Promote&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to Disband the whole squad if needed, it is done by pressing the &amp;quot;Disband&amp;quot; button. This will ungroup all squad members and remove the squad from the squad management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Comunication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Different procedures applies to communication between squads, HQ, UAV and Pilots. It is primarily the job of a squad leader to communicate with other elements. A squad leader can, if he feel the need, assign a squad member to be the designated radio operator. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a squad leader is utilising a radio operator, the radio operator will have to be in the squad leader slot in the group manager system. This will enable him to hear the command channel. The designated radio operator need to follow the communication guidelines established for squad leaders. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During normal circumstances, the squad leader should be the only one in the squad communicating with HQ and pilots. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Guidelines for Communication:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When sending a message over the command channel, the sender should always start with identifying the reciever followed by their own identity&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To reduce radio trafic, all voice comunications should be as short as possible&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Voice comunications should always be to the point and have a clear message that is easy to understand by the receiver&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Communication procedure: [Request] –&amp;gt; [Contact] -&amp;gt; [Message] -&amp;gt; [Ending]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Keep all channels clean for a good communication between players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only one person can speak on command channel at a time.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can request communication with all elements on the command channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The end of channel use should always be clear for other elements.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Troop transport:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leaders are expected to  be the one requesting lift from HQ or pilots for him and his squad. This includes organising lifts for individual members.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Transportation requests are to be performed primarily over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If requested, a squad leader is to mark a desired LZ or EVAC point on the map in an appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Resupply request:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader is responsible for the squad and need to request a amo drop if they run low on ammo.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a squad leader decides to call in supplies for his squad it's recommended to inform HQ/pilots of what type of ammo and quantity is needed. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a supply request is made the squad leader should locate and mark a safe LZ for the delivery of the supplies and mark it on the map in the appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Calling in support:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The only player able to call in support is the squad leader, to do this they need to call for support over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Squad leaders should only call in support on targets posing a direct threat to their squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When requesting support the squad leader should specify what kind of support they want (UAV, CAP, CAS or Armour), what kind of target they need to engage, quantity of targets and location of targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;An example of SL support call would be: &amp;quot;UAV, this is Bravo, request GBU strike on one MBT Kuma near radio tower, 500 meter north of our position&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;It is recommended that the squad leader mark the targets on the map to ease the target acquisition for the support element.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If possible and if it will help, the squad leader can mark enemy positions with red smoke, this will indicate a target area for any friendly CAS units tasked with the fire support mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Using smoke:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader are able to carry a rifle able to use 40mm smoke rounds and standard smoke grenades. These are excellent to conceal squad movement, marking squad position and enemy position. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When at an EVAC zone and having helicopters inbound it's the squad leaders responsibility to deploy blue smoke. One smoke at a time is sufficient to mark a landing zone, any more and pilots might have frame rate problems during the approach.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
   There are several types of smoke to be used, this is the list of the primary smokes used on our servers.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue smoke&amp;lt;/em&amp;gt; : Used to signal extraction (only to be used by the squad leader)&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;White smoke&amp;lt;/em&amp;gt; : Used to cover visual line of sight to either get in cover safely or retrieve downed members&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:green;&amp;quot;&amp;gt;Green smoke&amp;lt;/em&amp;gt; : Used to mark friendly positions to avoid blue-on-blue fire&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:red;&amp;quot;&amp;gt;Red smoke&amp;lt;/em&amp;gt; : Used to mark enemy positions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=999</id>
		<title>77th JSOC / Public Servers / Guides / SL / Squad Leader Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=999"/>
		<updated>2019-08-21T18:39:06Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Squad Leader Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for players on the 77th JSOC servers, it will cover the function of the squad lead role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of the squad lead role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The squad leader have a vital function on our servers, he will be leading a group of players forming a squad into combat, the squad leader will have the overall responsibility for the well-being of his squad members. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Since the squad leader has such a vital role on the server they are expected to behave appropriately. Under no circumstances are the squad leader allowed to break any server rules or order any of his squad members to do so. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Squad leaders tend to be the role that most frequently have to take care of new players and get them understand the way our servers function, with this in mind it's good if a squad leader like to share their knowledge and experience with others and are willing to contribute to new players integrating to the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by a squad leader:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to have read and understood the rules for our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader is preferably in a squad leader slot (This will grant them access to equipment specially available to the squad leader slot).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to create a squad through the squad management system and name it within phonetic alphabet'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''A squad leader needs to have the squad leader position in the squad management system so he can communicate proficiently with HQ or other SL’s or have assigned this position to a squad member he designates as a Radio operator.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader slot in the bobby is the only slot able to carry a laser designator, this gives the squad leader the ability to laser designate targets for UAV/CAS if he needs additional fire support.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is one of two classes able to carry a grenade launcher on his primary weapon. This is to give him the ability to lay down smoke for concealment or marking targets/friendlies/safe LZs. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader can carry RPG type weapons to fend of light armoured vehicles and increase the survivability of the squad. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader is the only player in a squad able to listen to command channel. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A player planing to play the role of a squad leader should primarily use the squad leader slot in the lobby.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is responsible for communications between himself and HQ/pilots/UAV/other squad leaders.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader will take care of his squad members, newer expose them to any excessive risks when in a combat situation.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders will have to try to adjust his squad composition to the task at hand.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader listens to his men, he takes their advice and utilize their experience in his decision making.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders should know the correct radio etiquette and keep their transmissions short and concise.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders are role models for their squads and are expected to behave thereafter.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Function of a squad leader:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary function of a squad leader is to lead his squad in different missions assigned by HQ.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the function of a squad leader lies the responsibility of communicating with the rest of the servers different elements, this will primarily be done over command channel.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader is the only one in the squad that should communicate with HQ/pilots, this should be done over command channel and is done to reduce the workload for HQ/pilots.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad composition:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should always check so his squad fulfill the minimum manpower requirements before deploying to the AO. (Minimum manpower requirement can be found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki).&lt;br /&gt;
When it comes to squad composition, a good rule of thumb is that a squad should have a squad leader and minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to meet the criteria of the mission ahead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Special circumstances apply to a armor crew. Check the wikipedia page for the armor unit for additional information.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad leader behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The 77th JSOC want all players to be included, especially new players not accustomed to the specific server environment we provide. With this in consideration, the squad leaders have a vital role to fulfil. Since new players will be assigned to different squads the squad leaders will have to shoulder a large responsibility to help new players understand our server standards. Anyone not willing or unable to help new player onto our servers should not consider playing as a squad leader. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should try to take care of new players on the server, try to help them integrate into the squad and help them understand the specific way our servers functions. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All task placed on the squad leader are aiming towards a smoother running server, this means that the squad leader are to do his best to get his squad members to abide by the server rules.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the final say in a dispute with another player in the squad. With this said, a good SL knows to listen to the squad members and consider their input into the decision process, to include their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. Individual players may possess great amounts of knowledge about a specific matter and an SL failing to make good use of this may end up getting his whole squad killed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good SL do not micro manage his squad in absurdum, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the overall responsibility to give all his squad members a fair treatment, he needs to be able to see to his soldiers and be fair to all of them accounting for their limitations and treat all of them with an equal amount of respect .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a dispute can not be settled between the SL and another squad member an Admin/Ambassador should be contacted to deal with the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Good to know:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As a squad leader there is some useful information to remember when playing the role. In this section, we will cover some important information useful to anyone wanting to lead a squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad manager system:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad manager system on our servers provide the players with the means to organise their squads. This system is called Group Managment in the game, it is an important tool for the squad leaders and they should take their time to familiarise themselves with it. The following information will provide players with some basic functions for the squad manager system. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The default key binding to open the squad manager system is &amp;quot;U&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;If a player gets an invite sent to them a popup message will appear on their screen and they will be able to press and hold the &amp;quot;U&amp;quot; button until they automatically join the squad they were invited to.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To navigate through the squad list players can use the up and down arrow keys.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;In the bottom part of the interaction menu you will find a &amp;quot;Join&amp;quot; and &amp;quot;Leave&amp;quot; button. These are used when a player wants to join a selected squad or leave the squad they are in. Note: the &amp;quot;Leave&amp;quot; button will only show when a player is in a squad.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To create a squad, press the &amp;quot;Create&amp;quot; button. If a player is planning on leading a squad it is recommended to start with pressing the &amp;quot;Create&amp;quot; button, then immediately disband/leave the squad, then click &amp;quot;Create&amp;quot; once more. This will reduce the likelihood of random players joining the squad when they spawn into the server.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;After a squad leader has created a squad they will be able to rename the squad by clicking on the squad name in the management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;A squad leader is able to lock the squad by selecting his squad to private, this will prevent any player from joining the squad without first getting an invite sent to them by the squad leader.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to kick any player from the squad by selecting the player in the player menu and then pressing the &amp;quot;Kick/Ban&amp;quot; button.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to promote another squad member to squad lead by selecting the player in the player menu and then pressing &amp;quot;Promote&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to Disband the whole squad if needed, it is done by pressing the &amp;quot;Disband&amp;quot; button. This will ungroup all squad members and remove the squad from the squad management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Comunication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Different procedures applies to communication between squads, HQ, UAV and Pilots. It is primarily the job of a squad leader to communicate with other elements. A squad leader can, if he feel the need, assign a squad member to be the designated radio operator. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a squad leader is utilising a radio operator, the radio operator will have to be in the squad leader slot in the group manager system. This will enable him to hear the command channel. The designated radio operator need to follow the communication guidelines established for squad leaders. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During normal circumstances, the squad leader should be the only one in the squad communicating with HQ and pilots. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Guidelines for Communication:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When sending a message over the command channel, the sender should always start with identifying the reciever followed by their own identity&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To reduce radio trafic, all voice comunications should be as short as possible&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Voice comunications should always be to the point and have a clear message that is easy to understand by the receiver&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Communication procedure: [Request] –&amp;gt; [Contact] -&amp;gt; [Message] -&amp;gt; [Ending]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Keep all channels clean for a good communication between players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only one person can speak on command channel at a time.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can request communication with all elements on the command channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The end of channel use should always be clear for other elements.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Troop transport:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leaders are expected to  be the one requesting lift from HQ or pilots for him and his squad. This includes organising lifts for individual members.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Transportation requests are to be performed primarily over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If requested, a squad leader is to mark a desired LZ or EVAC point on the map in an appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Resupply request:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader is responsible for the squad and need to request a amo drop if they run low on ammo.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a squad leader decides to call in supplies for his squad it's recommended to inform HQ/pilots of what type of ammo and quantity is needed. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a supply request is made the squad leader should locate and mark a safe LZ for the delivery of the supplies and mark it on the map in the appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Calling in support:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The only player able to call in support is the squad leader, to do this they need to call for support over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Squad leaders should only call in support on targets posing a direct threat to their squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When requesting support the squad leader should specify what kind of support they want (UAV, CAP, CAS or Armour), what kind of target they need to engage, quantity of targets and location of targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;An example of SL support call would be: &amp;quot;UAV, this is Bravo, request GBU strike on one MBT Kuma near radio tower, 500 meter north of our position&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;It is recommended that the squad leader mark the targets on the map to ease the target acquisition for the support element.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If possible and if it will help, the squad leader can mark enemy positions with red smoke, this will indicate a target area for any friendly CAS units tasked with the fire support mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Using smoke:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader are able to carry a rifle able to use 40mm smoke rounds and standard smoke grenades. These are excellent to conceal squad movement, marking squad position and enemy position. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When at an EVAC zone and having helicopters inbound it's the squad leaders responsibility to deploy blue smoke. One smoke at a time is sufficient to mark a landing zone, any more and pilots might have frame rate problems during the approach.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
   There are several types of smoke to be used, this is the list of the primary smokes used on our servers.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue smoke&amp;lt;/em&amp;gt; : Used to signal extraction (only to be used by the squad leader)&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;White smoke&amp;lt;/em&amp;gt; : Used to cover visual line of sight to either get in cover safely or retrieve downed members&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:green;&amp;quot;&amp;gt;Green smoke&amp;lt;/em&amp;gt; : Used to mark friendly positions to avoid blue-on-blue fire&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:red;&amp;quot;&amp;gt;Red smoke&amp;lt;/em&amp;gt; : Used to mark enemy positions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=998</id>
		<title>77th JSOC / Public Servers / Guides / SL / Squad Leader Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook&amp;diff=998"/>
		<updated>2019-08-21T18:37:04Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Squad Leader Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for players on the 77th JSOC servers, it will cover the function of the squad lead role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of the squad lead role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    The squad leader have a vital function on our servers, he will be leading a group of players forming a squad into combat, the squad leader will have the overall responsibility for the well-being of his squad members. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Since the squad leader has such a vital role on the server they are expected to behave appropriately. Under no circumstances are the squad leader allowed to break any server rules or order any of his squad members to do so. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Squad leaders tend to be the role that most frequently have to take care of new players and get them understand the way our servers function, with this in mind it's good if a squad leader like to share their knowledge and experience with others and are willing to contribute to new players integrating to the server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criterias, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criterias needed to be fulfilled by a squad leader:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to have read and understood the rules for our servers.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader is preferably in a squad leader slot (This will grant them access to equipment specially available to the squad leader slot).'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A squad leader needs to name his or her squad by the phonetic alphabet'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''A squad leader needs to have the squad leader position in the squad management system so he can communicate proficiently with HQ or other SL’s or have assigned this position to a squad member he designates as a Radio operator.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader slot in the bobby is the only slot able to carry a laser designator, this gives the squad leader the ability to laser designate targets for UAV/CAS if he needs additional fire support.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is one of two classes able to carry a grenade launcher on his primary weapon. This is to give him the ability to lay down smoke for concealment or marking targets/friendlies/safe LZs. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader can carry RPG type weapons to fend of light armoured vehicles and increase the survivability of the squad. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''The squad leader is the only player in a squad able to listen to command channel. '''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad leader quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A player planing to play the role of a squad leader should primarily use the squad leader slot in the lobby.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The squad leader is responsible for communications between himself and HQ/pilots/UAV/other squad leaders.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader will take care of his squad members, newer expose them to any excessive risks when in a combat situation.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders will have to try to adjust his squad composition to the task at hand.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good squad leader listens to his men, he takes their advice and utilize their experience in his decision making.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders should know the correct radio etiquette and keep their transmissions short and concise.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leaders are role models for their squads and are expected to behave thereafter.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Function of a squad leader:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary function of a squad leader is to lead his squad in different missions assigned by HQ.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;In the function of a squad leader lies the responsibility of communicating with the rest of the servers different elements, this will primarily be done over command channel.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader is the only one in the squad that should communicate with HQ/pilots, this should be done over command channel and is done to reduce the workload for HQ/pilots.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad composition:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should always check so his squad fulfill the minimum manpower requirements before deploying to the AO. (Minimum manpower requirement can be found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section in this wiki).&lt;br /&gt;
When it comes to squad composition, a good rule of thumb is that a squad should have a squad leader and minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to meet the criteria of the mission ahead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Special circumstances apply to a armor crew. Check the wikipedia page for the armor unit for additional information.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad leader behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The 77th JSOC want all players to be included, especially new players not accustomed to the specific server environment we provide. With this in consideration, the squad leaders have a vital role to fulfil. Since new players will be assigned to different squads the squad leaders will have to shoulder a large responsibility to help new players understand our server standards. Anyone not willing or unable to help new player onto our servers should not consider playing as a squad leader. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader should try to take care of new players on the server, try to help them integrate into the squad and help them understand the specific way our servers functions. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All task placed on the squad leader are aiming towards a smoother running server, this means that the squad leader are to do his best to get his squad members to abide by the server rules.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the final say in a dispute with another player in the squad. With this said, a good SL knows to listen to the squad members and consider their input into the decision process, to include their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. Individual players may possess great amounts of knowledge about a specific matter and an SL failing to make good use of this may end up getting his whole squad killed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good SL do not micro manage his squad in absurdum, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;SL have the overall responsibility to give all his squad members a fair treatment, he needs to be able to see to his soldiers and be fair to all of them accounting for their limitations and treat all of them with an equal amount of respect .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a dispute can not be settled between the SL and another squad member an Admin/Ambassador should be contacted to deal with the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Good to know:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As a squad leader there is some useful information to remember when playing the role. In this section, we will cover some important information useful to anyone wanting to lead a squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Squad manager system:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad manager system on our servers provide the players with the means to organise their squads. This system is called Group Managment in the game, it is an important tool for the squad leaders and they should take their time to familiarise themselves with it. The following information will provide players with some basic functions for the squad manager system. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The default key binding to open the squad manager system is &amp;quot;U&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;If a player gets an invite sent to them a popup message will appear on their screen and they will be able to press and hold the &amp;quot;U&amp;quot; button until they automatically join the squad they were invited to.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To navigate through the squad list players can use the up and down arrow keys.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;In the bottom part of the interaction menu you will find a &amp;quot;Join&amp;quot; and &amp;quot;Leave&amp;quot; button. These are used when a player wants to join a selected squad or leave the squad they are in. Note: the &amp;quot;Leave&amp;quot; button will only show when a player is in a squad.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;To create a squad, press the &amp;quot;Create&amp;quot; button. If a player is planning on leading a squad it is recommended to start with pressing the &amp;quot;Create&amp;quot; button, then immediately disband/leave the squad, then click &amp;quot;Create&amp;quot; once more. This will reduce the likelihood of random players joining the squad when they spawn into the server.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;After a squad leader has created a squad they will be able to rename the squad by clicking on the squad name in the management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;A squad leader is able to lock the squad by selecting his squad to private, this will prevent any player from joining the squad without first getting an invite sent to them by the squad leader.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to kick any player from the squad by selecting the player in the player menu and then pressing the &amp;quot;Kick/Ban&amp;quot; button.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to promote another squad member to squad lead by selecting the player in the player menu and then pressing &amp;quot;Promote&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The squad leader is able to Disband the whole squad if needed, it is done by pressing the &amp;quot;Disband&amp;quot; button. This will ungroup all squad members and remove the squad from the squad management system.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Comunication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Different procedures applies to communication between squads, HQ, UAV and Pilots. It is primarily the job of a squad leader to communicate with other elements. A squad leader can, if he feel the need, assign a squad member to be the designated radio operator. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a squad leader is utilising a radio operator, the radio operator will have to be in the squad leader slot in the group manager system. This will enable him to hear the command channel. The designated radio operator need to follow the communication guidelines established for squad leaders. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During normal circumstances, the squad leader should be the only one in the squad communicating with HQ and pilots. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Guidelines for Communication:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When sending a message over the command channel, the sender should always start with identifying the reciever followed by their own identity&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To reduce radio trafic, all voice comunications should be as short as possible&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Voice comunications should always be to the point and have a clear message that is easy to understand by the receiver&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Communication procedure: [Request] –&amp;gt; [Contact] -&amp;gt; [Message] -&amp;gt; [Ending]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Keep all channels clean for a good communication between players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only one person can speak on command channel at a time.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can request communication with all elements on the command channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The end of channel use should always be clear for other elements.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Troop transport:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leaders are expected to  be the one requesting lift from HQ or pilots for him and his squad. This includes organising lifts for individual members.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Transportation requests are to be performed primarily over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If requested, a squad leader is to mark a desired LZ or EVAC point on the map in an appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Resupply request:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A squad leader is responsible for the squad and need to request a amo drop if they run low on ammo.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a squad leader decides to call in supplies for his squad it's recommended to inform HQ/pilots of what type of ammo and quantity is needed. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a supply request is made the squad leader should locate and mark a safe LZ for the delivery of the supplies and mark it on the map in the appropriate channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Calling in support:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The only player able to call in support is the squad leader, to do this they need to call for support over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Squad leaders should only call in support on targets posing a direct threat to their squad.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When requesting support the squad leader should specify what kind of support they want (UAV, CAP, CAS or Armour), what kind of target they need to engage, quantity of targets and location of targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;An example of SL support call would be: &amp;quot;UAV, this is Bravo, request GBU strike on one MBT Kuma near radio tower, 500 meter north of our position&amp;quot;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;It is recommended that the squad leader mark the targets on the map to ease the target acquisition for the support element.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If possible and if it will help, the squad leader can mark enemy positions with red smoke, this will indicate a target area for any friendly CAS units tasked with the fire support mission.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Using smoke:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The squad leader are able to carry a rifle able to use 40mm smoke rounds and standard smoke grenades. These are excellent to conceal squad movement, marking squad position and enemy position. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When at an EVAC zone and having helicopters inbound it's the squad leaders responsibility to deploy blue smoke. One smoke at a time is sufficient to mark a landing zone, any more and pilots might have frame rate problems during the approach.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
   There are several types of smoke to be used, this is the list of the primary smokes used on our servers.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue smoke&amp;lt;/em&amp;gt; : Used to signal extraction (only to be used by the squad leader)&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color: gray;&amp;quot;&amp;gt;White smoke&amp;lt;/em&amp;gt; : Used to cover visual line of sight to either get in cover safely or retrieve downed members&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:green;&amp;quot;&amp;gt;Green smoke&amp;lt;/em&amp;gt; : Used to mark friendly positions to avoid blue-on-blue fire&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&amp;lt;em class=&amp;quot;smoke&amp;quot; style=&amp;quot;color:red;&amp;quot;&amp;gt;Red smoke&amp;lt;/em&amp;gt; : Used to mark enemy positions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_SL_/_Squad_Leader_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_AR&amp;diff=997</id>
		<title>77th JSOC / Public Servers / Guides / AR</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_AR&amp;diff=997"/>
		<updated>2019-08-21T18:02:22Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;infoboxTables&amp;quot;&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;|Automatic Rifleman (AR)&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Suggested Setup&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Main Rifle&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;ACO Scope&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Bipod&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Sound suppressor&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Laser pointer&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;4 magazines&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Secondary Pistol&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Sound Suppressor&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 magazines&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Throwables&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 green smoke grenades&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 white smoke grenades&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;1 red smoke grenade&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 RGO&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Binoculars&amp;lt;/li&amp;gt;      &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Standard uniform&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides Previous]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mainRoleContainer&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Job description&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;p class=&amp;quot;jobDescription&amp;quot;&amp;gt;&lt;br /&gt;
        An autorifleman is under direct orders from the squadleader and focusing his firepower on enemy troop concentrations of four or more. The autorifleman will place his weapon into the most likely avenue of approach considering terrain, cover and sector of observation. As the main suppressive weapon you provide cover fire while the second fireteam bounds into position. &lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Responsibilities&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;ul class=&amp;quot;responsabilities&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Provide mid-range suppressive fire&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Situational awareness&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Choosing suitable weapon positions&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Extended profile&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
As an automatic rifleman, you support your squad leader with whatever he needs. Your main task is to provide suppressive or covering fire. Coordinate with a second autorifleman to divide the sectors and create effective crossfire. Moving in a formation you will often be the point man. From the front you will be able to provide imminent suppressive fire.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
As an autorifleman you have multiple options in weapons and types of ammunition. We advise the Mk 200 in 200 rounds belts. It will provide you with sustainable accurate suppressive fire at close to medium ranges. With tracer ammunition it gives you the option to indicate the location of enemy troops to other squad members, at the loss of giving away your position.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_AR&amp;diff=996</id>
		<title>77th JSOC / Public Servers / Guides / AR</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_AR&amp;diff=996"/>
		<updated>2019-08-21T18:00:40Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;infoboxTables&amp;quot;&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;|Automatic Rifleman (AR)&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;|Suggested Setup&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Main Rifle&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;ACO Scope&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Bipod&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Sound suppressor&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Laser pointer&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;4 magazines&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Secondary Pistol&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;Sound Suppressor&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 magazines&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout&amp;quot;&amp;gt;Throwables&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 green smoke grenades&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 white smoke grenades&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;1 red smoke grenade&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;2 RGO&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Binoculars&amp;lt;/li&amp;gt;      &lt;br /&gt;
        &amp;lt;li class=&amp;quot;infoboxLoadout1&amp;quot;&amp;gt;Standard uniform&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides Previous]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mainRoleContainer&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Job description&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;p class=&amp;quot;jobDescription&amp;quot;&amp;gt;&lt;br /&gt;
        An autorifleman is under direct orders from the squadleader and focusing his firepower on enemy troop concentrations of four or more. The autorifleman will place his weapon into the most likely avenue of approach considering terrain, cover and sector of observation. As the main suppressive weapon you provide cover fire while the second fireteam bounds into position. &lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Responsibilities&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;ul class=&amp;quot;responsabilities&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Provide mid-range suppressive fire&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Situational awareness&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Choosing suitable weapon positions&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;Extended profile&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
As an automatic rifleman, you support your squad leader with whatever he needs. Your main task is to provide suppressive or covering fire. Coordinate with a second autorifleman to divide the sectors and create effective crossfire. Moving in a formation you will often be the point man. From the front you will be able to provide imminent suppressive fire.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;extendedProfile&amp;quot;&amp;gt;&lt;br /&gt;
As an autorifleman you have multiple options in weapons and types of ammunition. We advise the Mk 200 in 200 rounds belts. It will provide you with sustainable accurate suppressive fire in the range of 400-600m. With tracer ammunition it gives you the option to indicate the location of enemy troops to other squad members, at the loss of giving away your position.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
	<entry>
		<id>http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook&amp;diff=995</id>
		<title>77th JSOC / Public Servers / Guides / HQ/ HQ Handbook</title>
		<link rel="alternate" type="text/html" href="http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook&amp;diff=995"/>
		<updated>2019-08-19T17:40:30Z</updated>

		<summary type="html">&lt;p&gt;Thefatgerbil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.77th-jsoc.com/wiki1/77th_JSOC_/_Public_Servers_/_Guides_/_HQ Previous]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableOfContents&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;mainRoleHeaders&amp;quot;&amp;gt;HQ Handbook&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    This is a handbook for public players on the 77th JSOC servers and will cover the function of the HQ role on our servers. It will mainly cover responsibility and privileges but might extend to some tips and tricks to get the most out of your HQ role.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    HQ is the highest-ranking public player on the 77th JSOC servers, the only ones outranking an HQ  is admins and ambassadors. This makes HQs function vital for a smooth performing server.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
    Since the HQ is the one organising the server he is expected to behave appropriately, HQ is expected to do his best in upholding the high standards the 77th have set for their servers and to the best of his abilities enforce the rules and regulations the 77th JSOC have chosen to implement. The HQ is not to do anything or tell any other player to do something that's in direct violations of server rules.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Hierarchy, Criteria, Abilities and Quick Guide:&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Hierarchy on the 77th servers:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Admins and Ambassadors'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Pilots'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Squad leads'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''Foot soldiers/squad members'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Criteria needed to be fulfilled by HQ:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ must be on TS, in the correct TS channel for the server he/she is playing on.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ must have a functioning microphone and be able to communicate in English verbally and in writing with the other players.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ must have read and understood the rules of our servers and enforce them to the best of his/her abilities.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''If the player is to be HQ, he/she needs to be in the designated HQ slot.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;HQ special abilities:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the artillery at base to help support the squads when requested to do so by a Squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The ability to use the Bobcat to repair/rearm helicopters and repair runways/remove debris.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;HQ quick guide:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;general&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A HQ that organises the squads properly at restart will have a smoother performing server, and an easier task at hand.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''The quicker a HQ handles new arrivals on the server, the smother the server is going to run.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good HQ is level headed, fair, and treats other players with respect and as equals.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ should attempt his best at getting players to abide by the server standards.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good HQ listens to his Squad Leaders and Pilots, and uses their advice in his decisions.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''A good HQ does not micro manage the server, he trusts his Squad Leaders and pilots to do their jobs.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ is the only one able to approve use of Vics and manned CAS support.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ should not use or order the use of any artillery/CAS without a request from a Squad leader.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;'''HQ should be helpful towards new players and try to help them ease into the server standards.'''&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Primary Function of a HQ:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The primary function of an HQ is to organise the server and primarily the squads. This involves checking that squads have sufficient manpower and player class distribution for the mission ahead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;Squad composition:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ should always check so a squad fulfill the minimum manpower requirements before deploying the squad to the AO. Minimum manpower requirement can be found in the [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines Rules and Guidelines] section of this wikipedia.&lt;br /&gt;
A good rule of thumb is that a squad should have a squad leader and minimum of one medic and one AT. The rest of the Squad can be adjusted with different player classes to suit the situation.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
Special circumstances apply to an armoured crew. Check the minimum manpower requirement for armour units in the rule and guideline section of this wiki. Preferably an armour crew will consist of one Squad leader, one engineer and a third member of any player class.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;At a server restart:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;When a server restart and an HQ is online he should take his time to line all players at the barriers and organise the squads properly into well-balanced squads. This is done by asking each player class(medics, AT, AR, and so forth), one class at a time to take a step forward and assigning every player for that class to a specific squad, spreading them out between the squads. By doing this, HQ will have a greater control over squad composition and will be able to adjust any squad as needed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;It is recommended to start with asking players lining up if anyone wants to lead a squad and get these lined up by squad signs to see how many squads there will be forming.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;To leave the forming of squads to the Squad leads and players is not satisfactory. HQ are expected to do his duties and personally see to it that the squads are forming up appropriately at the beginning of a server cycle. This means getting players lined up and assigning them to squads.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatHeader&amp;quot;&amp;gt;During a server cycle:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;During the course of a server cycle players will come and go, getting new arrivals into squads as quick as possible is vital for a good HQ, players standing around in base will decrease the amount of firepower available at the AO.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good HQ tries to get new players to line up at the barriers and waiting for him to assign them to a squad as fast as possible. When the new players are lining up he should quickly form a new squad if the manpower allows or communicate with existing squad leads to assigning the new arrivals to a squad as soon as possible. HQ are expected to do his duties and personally see to it that ungrouped players get assigned to a squad needing them. To just tell SLs to invite all ungrouped players does not cut it, HQ must be involved in the process and see to it that squads get a proper squad composition.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Secondary Function of a HQ:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ are the primary link between squad leaders and pilots, he determines the priority order for the server and assigns squads to different missions. HQ will determine the best ways to deploy his troops.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ will handle mission priority and determine if and when any extra assets are needed, he/she are the only public player on the server able to permit the use of armour units, ground or aquatic vehicles and manned fixed or rotary wing CAS aircraft. This means that unless an HQ is online no aquatic, armour or other ground vehicles can be deployed, no CAS support from any armed Orca, Hellcat, Hummingbird (Pawnee), Blackfoot, Kajman, Wipeout, Neophron and CAS-equipped Buzzard, Black Wasp II, Shikra, Gryphon.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;HQ Behavior:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;All task placed on the HQ are aiming towards a smoother running server, this means that HQ are to do his best to get the players to abide by the server rules.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ should try to take care of new players on the server, see to it that pilots and squad leaders take their time to welcome new player into the community and help them get set into the server standards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Like mentioned in the beginning of this handbook, the HQ is the highest ranking public player on the 77th JSOC servers. This means that an HQ is supposed to behave appropriately. An HQ should always have a level headed approach to situations and show a professional attitude towards other players. Even though other players might misbehave an HQ is expected to rise above anything thrown towards them and act professionally. Players being abusive should not be met with the same manners they present. If a player is being disrespectful towards other players and won't show any signs of improvement when met with a professional response HQ or any other public player should talk to an admin/ambassador to let them handle the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ have the final say in a dispute with another player on the server. With this said, a good HQ knows to listen to pilots and squad leaders and consider their input into his/here decisions, to include their impression of the situation will mostly have a beneficial effect on the outcome of the task at hand. The Pilots or Squad leads do usually have a better grasp of the direct dangers/conditions that affect them when they are out in the field, an HQ that won't use this information in his decision process are more likely to make decisions with unsatisfactory outcome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good HQ do not micro manage the server, he trusts his subordinates and gives them an order in with they are able to make their own decisions according to the situation they are faced with. This will give the HQ more time to  focuses on his primary function and lets his pilots and squad leads handle the decisions in the field.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;A good HQ have the ability to trust his pilots and UAV operator and let them help with the workload when there is a high workload.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;HQ have the overall responsibility to give all squads a fair treatment when it comes to special assignments, this means that if multiple squads are aspiring to do side missions/special taskings HQ should use a rotation regime to give all squads an opportunity to do a side mission/special tasking.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;If a dispute can not be settled between HQ and another player an Admin/Ambassador should be contacted to deal with the matter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Good to know:&amp;lt;/h1&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;As HQ there is some useful information to remember when playing the role. In this section we will cover some important information useful to anyone wanting to organize the servers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Comunication:&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;Different procedures applies to communication between squads, UAV and Pilots. It is the job of an HQ to communicate and organise the different elements on the server. For communication between HQ, pilots and UAV the communication will primarily be done over TS. For the communication between squads and HQ, the communication will primarily be done over command channel.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Guidelines for Communication:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;combatText&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When sending a message over the command channel, the sender should always start with identifying the reciever followed by their own identity&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;To reduce radio trafic, all voice comunications should be as short as possible&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Voice comunications should always be to the point and have a clear message that is easy to understand by the receiver&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Communication procedure: [Request] –&amp;gt; [Contact] -&amp;gt; [Message] -&amp;gt; [Ending]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Keep all channels clean for a good communication between players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only one person can speak on command channel at a time.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can request communication with all elements on the command channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The end of channel use should always be clear for other elements.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Reward System:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; During a server cycle NATO forces can accumulate point by completing different objectives. These points can be used to acquire additional assets to be used in the fight against enemy forces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; These assets are all subject to [http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Rules_and_Guidelines server rules] regarding usage and ROE. They can only be used when an HQ is online and actively grants the use of them. The rules are applied to all ground vehicles, aquatic vehicles and the following air assets: Armed Orca, Hellcat, Hummingbird (Pawnee), Blackfoot, Kajman, armed Blackfish, Wipeout, Neophron and CAS-equipped Buzzard, Black Wasp II, Shikra, Gryphon.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; Anyone can check the current accumulated points at the monitor inside of the hangar at base but HQ is the only one who can spend the points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; If NATO forces have gained enough points to purchase equipment HQ will be able to do so through the menu. HQ simply needs to select the item of interest and press the purchase button. The vehicle will spawn in the appropriate spawn position depending on if its an air, ground or aquatic vehicle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; The vehicles will spawn locked, HQ has the ability to unlock and lock the vehicles bought through the reward system. To do this HQ needs to be close to the vehicle and use the scroll menu option ''&amp;quot;set lock state&amp;quot;''.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt; For a HQ to be able to purchase vehicles he/she must have been active in the HQ slot for a minimum of 15 minutes, if HQ wants to check how long he/she has been online they may use the HQ scroll option while by the screens in the hangar, this will display the time they have been in the HQ slot. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Vehicle Capacity list:&amp;lt;/h2&amp;gt;&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;combatText&amp;quot;&amp;gt;The following is a list of vehicles and their capacity. This list is to make it easier for HQ to know how many soldiers a specific vehicle can carry. The list is divided into Aircraft, Ground vehicles and Aquatic vehicles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Aircraft:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Aircraft: &lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| All numbers are exluding pilots.&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| MH-9 Hummingbird:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| UH-80 Ghost Hawk:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| CH-49 Mohawk:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| CH-67 Huron:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-290 Taru:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-290 Taru (Bench):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-290 Taru (Transport):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;17&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| PO-30 Orca:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| WY-55 Hellcat:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Mi-48 Kajman:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Y-32 Xi’an:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| V-44 X Blackfish (Infantry Transport):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;34&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| V-44 X Blackfish (Vehicle Transport):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 passengers&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Marshall IFV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Hunter MRAP or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 UGV Stomper or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 Prowler LSVs or&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 Prowler LSV and 1 UGV Stomper&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Ground vehicles:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Ground vehicles: &lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| All numbers are total carrying capacity (crew + passengers):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Hunter:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Prowler (Unarmed):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;7 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Prowler (Armed):&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| HEMTT Transport:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;18 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;17 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| HEMTT Medical:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;17 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;16 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| AMV-7 Marshall:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| M2A1 Slammer and Slammer UP:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| BTR-K Kamysh:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| AFV-4 Gorgon:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| FV-720 Mora:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;10 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;7 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| MBT-52 Kuma:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| T-100 Varsuk:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 class=&amp;quot;combatSectionHeader&amp;quot;&amp;gt;Aquatic vehicles:&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| Aquatic vehicles: &lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot;| All numbers are total carrying capacity (crew + passengers):&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Speedboat:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;11 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;3 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;8 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| RHIB:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;7 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;6 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| Assault Boat:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1 driver&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    |-&lt;br /&gt;
    |rowspan=&amp;quot;1&amp;quot; class=&amp;quot;wtTitles&amp;quot;| SDV:&lt;br /&gt;
    |&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;4 total&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 crew&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;2 pax&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
 &amp;lt;!--&lt;br /&gt;
    |-&lt;br /&gt;
    !colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightTitle&amp;quot;| Snaphot video&lt;br /&gt;
    |-&lt;br /&gt;
    |colspan=&amp;quot;2&amp;quot; class=&amp;quot;highlightContent&amp;quot;| Insertion of hyperlink here --&amp;gt;&lt;br /&gt;
    |}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.77th-jsoc.com/wiki1/index.php?title=77th_JSOC_/_Public_Servers_/_Guides_/_HQ/_HQ_Handbook back to top]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thefatgerbil</name></author>
	</entry>
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