Due to Seraphim Squad's role as a Combat Search and Rescue [CSAR] team, the way they operate and the tactics they use vary significantly depending on the specific factors of any operation they're on.
Generally, Seraphim conducts ground searches for missing personnel or other high-value individuals and they often operate with another unit for extra manpower [regardless if this other unit is CSAR-specific or merely CSAR capable].
During these ground searches, Seraphim Squad's method for searching varies depending on if they are on the pathway used by the missing personnel or not.
If Seraphim Squad in on the same pathway, they generally adopt the Creeping Line search pattern [going off the path in intervals before circling back to objective's intended track [OIT]. If there are multiple teams on a single operation, Seraphim will move to a parallel path to the OIT and begin searching there, either with or without air support.
If there is a last-known location or a defined area where the objective(s) should be, Seraphim will drop into that area (often accompanied by other teams [who are either are either a CSAR-capable or CSAR-specific unit]) and use the Expanding Squad search pattern.
When an aerial search is on the table and able to be performed, Seraphim Squad will be on a helicopter or another rescue vehicle and dismount said vehicle when ordered to by TSOF Command, a mission coordinator, or their Team Lead, Seraph. Depending on the scenario they will either perform another search pattern or move to meet the personnel and/or establish contact with them.
Generally, if Seraphim is required to breach and/or clear a room or compound for one reason or another, Plume will generally assume the role of a breacher and Halo will assume the role of a pointman.
In reference to this, Seraphim Squad's standard method for entering rooms is as follows:
↳ If an explosive charge was used and/or Plume is away from the door, the following happens:
↳ Plume files into the stack and assumes the role of rear guard → Halo enters the room → Seraph enters the room → Cloud enters the room → Plume enters the room.
↳ If a non-explosive method (Lockpicking, battering ram) was used and/or Plume is near the door:
↳ Halo enters the room → Plume enters the room → Seraph enters the room → Cloud enters the room
NOTE: Due to the temporary absence of JH8-9N6, the aforementioned Operator's role has been filled by a transfer operative. This section will be updated upon JH8-9NG's return to active duty.
Creeping Line: Figure from Joint Pub 3-50.21 [Joint Tactics, Techniques, and Procedures for Combat Search and Rescue]
Expanding Square: Figure from Joint Pub 3-50.21 [Joint Tactics, Techniques, and Procedures for Combat Search and Rescue]
For brevity, vials carried alongside the Administal are not listed here. Please check individual loadouts for those.
"/" denotes and either/or, not both.
Seraph: MK18/SA58 OSW, Grail 17/FX 509 + Administal, Flashbangs, Optiwand + Access Kit, Helmet Light/NVG, Combat Knife, Padded Soles
Plume: Remington 870CQB/Benelli M1014, Colt Python/Grail 17 + Flashbangs, Breaching Charge, Battering Ram + Combat Knife, Access Kit, Helmet Light/NVG, Padded Soles
Halo: VSS/MK18, Grail 17/P226 + HI-21, Administal, Flashbangs + Helmet Light/NVG, Surgical Trauma Kit, Med-bag, Padded Soles
Cloud: SA58 OSW/MK18, Grail 17/FX 509 + Flashbangs, Hacking Device, Administal, Drone and Controller + Helmet Light/NVG,Padded Soles, Radio Interception Kit, Mobile Signal Jammer
Wings: MK18/VSS, Python/Grail 17 + Hacking Device, Administal, Breaching Charge + Radio Interception Kit, Surgical Trauma Kit, Helmet Light/NVG, Combat Knife
Seraphim Squad's main attributes on the field relate to them moving with extreme speed and efficiency and while this method has resulted in personnel and other targets being extracted very quickly before severe injury, this comes at the cost of high lethality for non-targets.
Due to the high-stakes natures of the operations Seraphim Squad are deployed to, they prioritize locating and securing their objective above all else——including rules of engagement (ROE). Seraphim Squad does not spend much time negotiating and are more likely to either fire upon or fire near a non-surrendering individual to force surrender or potentially kill/incapacitate. Seraphim prioritizes take-downs over incapacitation on account of pure efficiency.
Seraphim does not kill or fire upon surrendered individuals, obviously, but they have used excessive force (firing near the head of a non-hostile armed individual or civilian, bashing a non-hostile armed individual/civilian with a weapon when surrender isn't happening fast enough, etc.) in the field and still do to this day, though the legality of this remains up in the air due to this reliance on force allowing them to move through areas quicker. This faster clear time also means they can get to personnel faster with less threats on the escort back. There is that group of people who argue that Seraphim should spend more time trying to negotiate with suspects to prevent loss of life, but TSOF Command hasn't acted on that argument
The summary of this section is: Seraphim relies on force to create faster surrenders as compared to negotiation and are more likely to use lethal force against a suspect.