WST Training


Welcome to weapons specialist training. Today will be relatively basic, we will be going over the usage of numerous weapons and their related munitions, tactics related to those weapons and how to properly employ them.

First we will start with going over the role of a weapons specialist.

A weapons specialist is designed to be able to fill the role of marksman, machine gunner, anti tank rifleman and grenadier. You will be taught how to use marksman rifles, how to use and employ medium machine guns and how to use anti-tank weapons.

Machine Gunner:

Fire orders -

Fire Orders:

There are several types of fire a Soldier can employ, as an individual or as part of his element. 

These types include:


Point fire

Point fire is the act of directly engaging an enemy that the Soldier has clear sight lines on. 

Point fire involves the Soldier readily aiming and steadily shooting.


Area fire

Area fire is the act of engaging an enemy that is obscured from the Soldier's observations by targeting the suspected, likely, or known area of said enemy. 

Area fire involves a larger volume of fire directed at the enemy.


Suppressive fire

Suppressive fire is the act of engaging a known or unknown enemy position to prevent said enemy returning fire. 


Rapid fire - 5 to 10 round bursts every 2 seconds.

Cyclic fire - Pedal to the floor, hold it down until you run out of ammo.

Sustained fire - 3 to 5 round bursts every 3 seconds.


Usage of tripods for long range fire.

Medium General Purpose Machinegun - 7.62x51, used for heavier hitting medium range fire support. Heavier than Light Machineguns, harder hitting, slightly more accurate.

Medium Support Machinegun - .338 Norma Magnum, used for long range fire support. Heavier weight, less ammo, generally more accurate.


Teach other trainees to spot machinegun fire, give gunner adjustments and bring them onto target.


Tests: Engage targets at 500m to 1000m with M240 and optical sight. Judge based on consistency and speed of acquisition. Employ spotter.


Engage targets at 1000m to 1500m with LWMMG and optical sight. Judge based on consistency and speed of acquisition. Employ spotter.



The role of the marksman is not to be a sniper but rather to be a rifleman who can engage targets at further ranges. Where a sniper would fire 1 or 2 shots from a concealed location anywhere from 1000m to 3000m, whereas a marksman will employ pinpoint accurate rapid fire at anywhere from 300m to extended distances out to 1500m maximum at the extreme.


Depending on the situation a marksman will carry anything from a 5.56 Mk12 to a 6.5 Creedmoor SR-25. Each have their role on the battlefield and have different strengths and weaknesses. 


Typically someone interested in playing as a marksman will discount 5.56 as useless at long range, however they forget the intended role of a marksman - to employ accurate fire at ranges as low as 300m. Say your mission is in an urban area with dense buildings and a high civilian population - where 6.5 Creedmoor will penetrate walls or armor 5.56 will not, so you have less chance of accidentally killing civilians. Also, 6.5 creedmoor typically will not have select fire, where 5.56 will, if you pair a nice 20” 5.56 rifle with a long range optic & reddot you've got yourself a weapon capable of all distances required of you within a town. Additionally, 6.5 creedmoor has no real benefits over 5.56 at short ranges, its heavier, the magazines are smaller and the long range capabilities of the round dont come into play under 600m.


Another important task for a marksman is to accurately engage priority targets that pose a direct threat to the section. Being able to identify and engage targets such as machinegunners, RPG gunners, static weapon gunners and grenadiers. The priority at which they should be engaged depends on the distance, at closer ranges RPG gunners and grenadiers should be engaged first, at intermittent ranges machinegunners and static weapons should be engaged and at further distances units such as team leaders and enemy marksmen.


Marksmen also pair well with machinegunners or autorifleman and can operate as a spotter.


Range card usage, range finder usage, spotters, effects of barrel length.


Tests: 25 out of 30 targets from 400m to 1000m. Spotter allowed.



As a Medium/Heavy Anti-tank rifleman you will typically use one of two launchers. The M3 MAAWS or the FGM-148 Javelin. The M3 MAAWS is the skeleton key of recoilless rifles, it will open many doors for you. It can destroy buildings, it can destroy infantry and it can destroy tanks - but it is limited by the lack of lock on munitions. However, it can engage close targets quickly and effectively.

Whereas the Javelin is a one trick pony, while it can lock onto infantry, it is extremely heavy and is primarily designed for destroying tanks at longer distances. Due to the long lock on time it is virtually useless at bad breath distance and is only really employable from fixed defended positions where the MAAWS can be used on the go at all sorts of varied distances.


Javelin Usage - top down/direct fire (Test: hit a target)


MAAWS Usage -

munition types



Test: Hit 8 out of 10 targets from 300m to 1000m with HEAT

Hit 4 of 4 targets with airburst from 500 to 800m with HEAB

Hit 2 of 2 targets with Guided munitions at 1500m.


The grenadier is a highly useful anti-personnel tool for an infantry section. Providing accurate, close range high explosive fire on groups of enemy or point targets if they are good enough. They can even employ indirect fire for targets behind cover or behind defilade.

Grenadiers typically utilise an underbarrel grenade launcher such as the M320 or the M203 allowing the use of a rifle and grenade launcher at the same time. However some standalone grenade launchers do exist, which allow for rapid employment of multiple grenades on target.

Being a grenadier is quite simple, so long as you know how to use the damn thing. A GL can be dangerous in the wrong hands, hitting trees or objects accidentally can have fatal consequences (Stood lmao).

Grenade types and uses.

Group targets, point targets, defilade targets.

Tests: Hit 6 of 6 group targets. Hit 4 of 6 point targets. Hit 4 of 4 defilade targets.