OMC FLY SAFE. FLY TOGETHER.
BalduursGATE Field ManualFireteam4.10.0-hotfix (55227) · Version 1 · Sourced
FM · FPS · FPS-FIRETEAM · guide.fps-fireteamOnline version: https://oldmensclub.de/citizen-hub/academy/fps-fireteam.en.html
BalduursGATE Field Manual · Academy · Edition 1
FPSLevel: Expert

Fireteam

Four people walking together are not a fireteam. A fireteam is when one is always watching while another is moving.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. sequence and roles are explained practice. Values for ships, components and commodities are in the data blocks and come from the game data; prices carry their measurement date.

What you will learn

  • Know what matters in fireteam.
  • Be able to run the whole sequence once.

Prerequisites

What this is about

A fireteam is a small group that alternates between moving and covering. The basic principle is: one moves, one watches. Everything else – roles, formations, calls – builds on that.

Preparation

  • Assign roles (see group roles).
  • Run through the hand signals: forward, stop, left, right, yes, no. They are bound and work when comms fail or silence is needed.
  • Check ammunition, medpens, armour – the operation checklist covers this.
  • Agree an abort signal and a rally point.

Tasks and roles

A fireteam of four has four jobs, not four shooters:

  • Lead. Calls the direction, decides on abort. Shoots the least.
  • Point. Goes in front, sees first, reports what he sees.
  • Cover. Covers while point moves. Alternates with point.
  • Rear/medic. Covers the rear and treats. The rear is the direction surprises come from.

Equipment

Do not equip everyone the same. A fireteam needs at least one weapon for short range (rooms) and one for longer (corridors, yards). Armour values and equipment are in armour, weapons in understanding weapons, medical in healing / medical.

Functions in a fireteamq1

Movement, weapon and hand signals. The hand signals are their own game functions and are bound to the numpad by default – they work without comms too.

Game actionDefault keyboard/mouseDefault joystickTrigger
Move ForwardWnot bound by defaulthold
Move BackwardsSnot bound by defaulthold
Move LeftAnot bound by defaulthold
Move RightDnot bound by defaulthold
SprintLeft Shiftnot bound by defaulttoggle
CrouchCnot bound by defaulttoggle
ProneLeft Ctrlnot bound by defaulttoggle
Lean LeftQnot bound by defaulthold
Lean RightEnot bound by defaulthold
Firearm - AttackMouse leftnot bound by defaulthold
Aim Down SightMouse rightnot bound by defaulthold
ReloadRnot bound by defaultsingle press
Change Fire ModeBnot bound by defaultsingle press
Holster WeaponRnot bound by defaulttoggle
Forwardnp_5not bound by defaultsingle press
Stopnp_2not bound by defaultsingle press
Leftnp_1not bound by defaultsingle press
Rightnp_3not bound by defaultsingle press
Yesnp_4not bound by defaultsingle press
Nonp_6not bound by defaultsingle press

Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

Sequence

  1. Line-up. Who goes first, who covers the rear? Before the first door, not behind it.
  2. Move in bounds. One moves, the others stand and watch. Never all at once.
  3. Keep calls short. “Left clear”, “contact front”, “reloading”. Three words are enough.
  4. Call reloads. Whoever reloads is useless for two seconds – someone has to know.
  5. Report casualties. Do not run over: secure first, then treat.
  6. Back together. The same way you came, which you know.
training.fps-fireteam.01ExpertPartner: requiredUNCONFIRMED
Goal
Take a corridor and two rooms as a four, without anyone standing uncovered.
Preparation
Four players, a bunker or an empty building, agreed beforehand, no opponents. Comms on, hand signals practised first.
Task
Walk the corridor to the end and take two rooms – first without time pressure, then against the clock. An observer calls out every time someone stood uncovered or two tried the same door at once. Three runs.
Success criterion
In the third run the observer reports no uncovered moment any more.
Partner
required
Functions needed
  • Move Forward
  • Move Backwards
  • Move Left
  • Move Right
  • Sprint
  • Crouch

Risk and reward

The risk in a fireteam is not the individual opponent but your own disorder: two through the same door, everyone reloading at once, nobody watching the rear. Almost all indoor losses come from one of these three.

The return: a practised fireteam can take on tasks individuals do not even attempt – bunkers, boarding actions, securing large salvage operations.

Typical mistakes

  • Everyone moving at once. Then nobody is watching.
  • Everyone shooting the same target. The rest of the room is then unobserved.
  • Comms full. Chatter drowns the call that matters.
  • Rear unfilled. The most common cause of an operation turning.
  • Hand signals never practised. They only help if everyone knows them.

Next step

Interiors have their own rules: room and building combat. The preparation of a ground operation is a template in Mission Control: FPS ground operation.

Checklist

  • Preparation is complete before you launch.
  • Everyone knows their task.
  • You debriefed briefly after the operation.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FPS WEAPONS

  • Reload

Profile page SOCIAL

  • Forward
  • Left
  • No
  • Right
  • Stop
  • Yes

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.fps-fireteam