F.A.N.G. FIELD POSITIONS
In a foam dart war, the F.A.N.G. operates like a S.W.A.T. Team unit. There are team units, with 16 positions including Brunt Field Operator, Reconnaissance Specialist, Machine Gunner, Guard, Sniper, Guerrilla Fighter, Motorized Assault Technician, Rockets/ Artillery Technician, Commander, Field Surgeon, Systems Technician, Communications Technician, Overseer, Explosive Foam Ordnance Disposal, Corpsman, and Light Machine Gunner. Teams are not limited by number, and there may be more or less than one of each position, depending on the members present and the situation at hand.
BRUNT FIELD OPERATIONS (BFO)
The BFO is the frontal-assault handler in all F.A.N.G. battles. BFO's go out first, and are the first to fire/ be fired on. Being in this position requires skill, tact, and split-second decision making skills. BFO's must memorize the F.A.N.G. codexes. Recommended blaster type: flywheel semi/fully-automatic.
RECONAISSANCE SPECIALIST (RS)
The RS handles all spy-work and information gathering before and during a war. RS's must have good split-second decision making skills, be agile, and tactful. Recommended blaster type: small direct-plunger single/double/triple shot.
MACHINE GUNNER (MG)
The MG stays near the base or at an opportune location and mans a machine gun against enemy forces. They must be aware of their surroundings and be able to lift heavy artillery. Recommended blaster type: tripod mounted flywheel fully-automatic.
The Guard accompanies a Sniper or RAT and makes sure no enemy fighters can surprise attack. GU's must be alert and aware of their surroundings, and they must have good teamwork skills. Recommended blaster type: large direct/reverse plunger magazine-fed.
The Sniper usually carries a long range weapon. They must have good aiming skills, good teamwork skills (to work with GU's and form quadrants), and they must be alert and aware of their surroundings. Recommended blaster type: large, long range direct/reverse plunger, afterburners, or compressed air, possibly with oversized darts.
GUERILLA FIGHTER (GAF)
The Guerrilla Fighter does just what a guerrilla fighter is supposed to do; fight the enemy in short bursts, then retreat and vanish into the surrounding scenery. GAF's must have good sneaking skills, be tactful, and aware of their surroundings. Recommended blaster type: slam-fire capable, direct/reverse/flywheel/afterburner magazine fed.
MOTORIZED ASSAULT TECHNICIAN (MAT)
The MAT is not often present in most wars, but when present is a crucial part to the operation. MAT's control, organize, and drive all forms of motorized assault, including land vehicles, drones, and transport systems. MAT's are usually present only in large-scale wars. Recommended weapon type: small drone, with direct/reverse plunger sidearm for backup.
ROCKETS / ARTILLERY TECHNICIAN (RAT)
The RAT's are usually one of the most important parts of a squadron. Nicknamed the Rat Teeth, these teams of at least two members fire rockets and other artillery at the enemy. RAT's must have good aim, be able to carry and wield heavyweight equipment, and be able to work with guards and other RAT's. Recommended blaster type: large rocket/projectile launching, compressed air or pump action.
FIELD SURGEON (FG)
Field Surgeons attend to any "wounded" personnel on the field. They must have good calming skills, be aware of their surroundings, and have good teamwork skills. Recommended blaster type: small direct/reverse plunger sidearm.
SYSTEMS TECHNICIAN (ST)
ST's work on systems such as motors, weapons, and any foam dart technological warfare devices used in the war. They are generally members of the FIC. They must have knowledge of mechanical, electrical, and chemical engineering fundamentals, including how to solder. Recommended accessories: plenty of tools, and a direct/reverse plunger sidearm.
COMMUNICATIONS TECHNICIAN (CT) (COMMS TECH)
Comms Techs monitor vox-lines to make sure there are no breaches. They must be able to encrypt data and memorize the F.A.N.G. codexes. Recommended accessories: computer, tablet, or at least a cellular phone, along with a direct/reverse plunger sidearm.
Overseers monitor all aspects of the battle and report back to the commander on the progress of the war. Second-in-command during a battle, they must be able to enforce F.A.N.G. rules and memorize the F.A.N.G. codexes. Recommended blaster type: any.
EXPLOSIVE FOAM ORDNANCE DISPOSAL (EFOD)
EFOD's take care of any foam mines or other dangers in the field. EFOD's must have good teamwork skills and be able to work under pressure and in a timed environment. Recommended accessories: tools, knowledge of engineering fundamentals, and a direct/reverse plunger sidearm.
A corpsman, like a field surgeon, tends to the needs of "injured" soldiers. This occupation is more stationary because CM's set up a specific area on or near the field to treat the "wounded." Recommended accessories: tent, small direct/reverse plunger sidearm.
LIGHT MACHINE GUNNER (LMG)
LMG's provide covering fire for BFO's in the event of a war. They are commonly found with the NKPD and NK3A, helping to protect other personnel while fulfilling objectives of their own. LMG's must have good teamwork skills and be able to memorize the NK3AE codexes.