MILITARY REQUIREMENTS FOR FIRST CLASS PETTY OFFICER



JANUARY & FEBRUARY 2008

BASIC MILITARY REQUIREMENTS (Part Two)

STUDY GUIDE

CHAPTERS 9 THROUGH 14

Chapter 9 - Customs & Courtesies

Chapter 9 covers customs and courtesies, such as hand salutes, passing honors, gun salutes and colors.

• A custom is a way of acting that has continued consistently over such a long period of time that it has become like law.

• Many of the US Navy customs came from the British Navy.

Hand Salutes

• The Most common form of a salute is a hand salute.

• Left handed saluting in the Navy is permitted if your right hand/arm is injured.

• Carry all objects in your left hand.

• Start you hand salute approx. six paces from an officer. Hold your salute until you salute is returned or until you are about six paces past the officer. Always accompany your salute with a respectful greeting, ie “Good Morning Commander Brockway”, or “Good Afternoon, Ma’am.”

• Enlisted personnel salute all officers. Officers salute their seniors. Everyone salutes the National Ensign.

• You do not have to salute when uncovered inside, when part of a work detail, when under actual or simulated battle conditions, or when guarding prisoners.

Honors

• Honors are salutes rendered to individuals of merit, to high ranking individuals, to ships, and to nations.

• Types of honors:

1. Passing Honors-ship to ship

2. Ship Honors- to officials or officers as they board and depart a Navy ship.

3. Gun Salutes- are rendered to high-ranking individuals, to nations, and to celebrate national holidays.

Passing Honors

• Passing honors are rendered when ships or boats pass close aboard. Close Aboard is

600 Yards for ships

400 Yards for boats

• Signals for actions for passing honors are as follows:

-One blast: attention to starboard

-Two blasts: attention to port

-One blast: hand salute

-Two blasts: end salute

-Three blasts: carry on

• Side honors consist of parading side boys. Side boys can be paraded between 0800 and sunset, except on Sunday. Normally, side boys will not be called away during meal hours, general drills, and all hands evolutions. The number of side boys will vary from two to eight (always and even number) depending on the rank of the individual being saluted.

Gun Salutes

• Gun salutes are used to honor individuals, nations, and certain national holidays.

• Gun salutes always consist of odd numbers, ranging from 5 for vice consul to 21 for President & for rules of a foreign nation. The gun is normally fired at 5 second intervals.

• Gun salutes also mark special holidays:

1. President’s Day

2. Memorial Day

3. Independence Day

• A standard 21 Gun Salute is fired at one minutes intervals, commencing at 1200 and ending at 1220

•Rifle Salutes: There are three rifle salutes:

1. Present Arms

2. At Order Arms

3. At Right Shoulder Arms

• Ceremonies are formal acts performed on public occasions

Colors

• The Navy hoists the flag at 0800 and lowers at sunset. This is known as morning and evening colors. All Navy shore commands and ships not underway performs the ceremony of colors every day.

• Before colors are called there is a 5 minute preparative pennant hoisted.

• Remember that the ensign is rasied smartly but lowered ceremoniously

• Navy ships not underway fly the union jack on the jackstaff. The union jack is also flown from a yardarm to denote that a general court-martial is in session.

• Ships underway do not hold morning or evening colors. The ensign is usually flown night and day. Underway the union jack is not flown from the jackstaff.

• Just as a ship gets underway the ensign is shifted from its position on the stern to its at sea position at the main mast. This is called shifting the colors.

• Commission or Command pennants are flown at half mast when the ship’s commanding officer dies.

National Anthem

• Indoors: If the flag is not displayed when the anthem is played inside a building, you stand at attention facing the source of the music. If you are in uniform and covered, render a hand salute, if you are uncovered, stand at attention. If you are in civilian clothes, render the hand over the heart salute.

If the flag is displayed when the anthem is played, you face the flag and stand at attention. If in uniform and covered, render the hand salute. If in civilian clothes or uncovered, you place your right hand over your heart.

•Outdoors: Personnel in boats do not salute during the playing of the Anthem. Only the boat officer or coxsawin(if there is no boat officer) stands and salutes, all other personnel remain seated at attention.

• The music played to honor the president is “Hail to the Chief.”

Military Etiquette

• Aboard the ship the CO is addressed as captain regardless of rank

• Juniors always enter a car first (seated leftmost) and exit last. When walking, Juniors always walk on left side of Seniors.

• The basic rule of etiquette for entering airplanes, boats, and vehicles is Seniors in last and out first. In general, Seniors on a boat take the seats farthest aft.

•Boarding a Vessel: When boarding a ship in which the National Ensign is flying you should:

1. Stop on reaching the upper platform.

2. Face the national ensign and salute

3. Salute the ODD

• As you salute, you say to the ODD, “I request permission to come aboard”. When you leave a ship the order is reversed. First you salute the ODD and say, “I request permission to leave the ship, Sir/Ma’am”. After receiving permission you face and salute the national ensign.

Chapter 10 - Uniforms and Formations

This chapter covers uniform, awards, hash marks, rank insignia, grooming standards, and formations.

• The purpose of the uniform policy is to ensure naval personnel have attractive, distinctive, and practical uniforms.

• The US Navy Uniform Regulations NAVPERS 15665 provides the basic naval uniform policy.

Uniforms and Formations

• Neckerchief is 36 inches square and made of black silk or acetate. It is tied in a square knot.

• Government-issue dress blue jumpers and trousers are made of wool serge.

• The dress white jumpers and trousers are made of a polyester material called certified Navy twill.

• Dungarees (utilities) and winter working blues are considered to be the working uniform.

• Large medals worn with either blue or white jumper is called full dress.

• Marking Enlisted Clothing: Use your name and social security number with a ½ inch stencil. You may use a stencil up to one inch.

• Transfer of Clothing: cannot be done without the commanding officer's authorization. When transfers are authorized the clothing will be stamped with a red "DC" stamp.

• Note: Review pages 10-20,10-21, and 10-22 BMR for rank structure for officers.

• Military uniform articles that can be worn with civilian clothing:

• raincoat (without insignia)

• belts (with civilian buckles)

• knit watch cap

• command/Navy ball cap (w/o insignia)

• gloves

• handbag

• blue/khaki windbreaker

• shoes

• sweater (cardigan/blue)

• socks/hosiery

• V-neck sweater

• underwear

• Active duty personnel are required to have four fire retardant dungaree shirts and slacks in their seabag.

• All nonrated personnel should have seabag inspections at regular intervals to ensure that each person has a full seabag. Also, before a nonrated person is transferred to another duty station a seabag inspection is made.

•When stenciling or marking clothing/articles, the Navy uniform regulations state in the instructions where the word, right or left, will appear. The references to right or left are consistant with the owner's right or left while wearing the garment.

Rates/Insignias

• Rating is the job or occupation i.e BM, IT, DC, OS

• Rate is the paygrade of the person i.e. 3rd class, 2nd class

• Rank is used to identify officer's pay grade.

• E-3 and below who have qualified in a particular rating will wear the speciality mark of that rating. This is called a striker mark. The striker mark is worn immediately above the group rate mark.

• Service stripes (hash marks): One stripe for each full four years of duty in any of the armed forces, in any combination, ie., 2 years Army and two years Navy count as four years for one stripe. With 12 years of good conduct, scarlet service stripes are worn on blue uniforms, blue hash marks on white uniforms.

• (MCPON) Master Chief Petty Officer of the Navy is the most senior enlisted person in the Navy. He/She wears 3 gold stars in line above the eagle and a gold star that replaces the specialty (rating ) mark.

• CM/C Command Master Chief wears 2 silver stars above the eagle and a silver star that replaces the specialty (rating) mark.

Taking the E-7 Exam?

E-7 Navy is Chief Petty Officer

E-7 Marines is Gunnery Sergeant

E-7 Army is Sergeant First Class

E-7 Airforce is Master Sergeant

Taking the E-6 Exam?

E-6 Navy is 1st Class Petty Officer

E-6 Marines is Staff Sergeant

E-6 Army is Staff Sergeant

E-6 Air Force is Tec Sergeant

Taking the E-5 Exam?

E-5 Navy is Petty Officer 2nd class

E-5 Marines is Sergeant

E-5 Army is Sergeant

E-5 Airforce is Staff Sergeant

Taking the E-4 Exam?

E-4 Navy is Petty Officer 3rd Class

E-4 Marines is Corporal

E-4 Army is Corporal or Specialist

E-4 Airforce is Sergeant or Senior Airman

Awards

• There are 7 broad categories of awards.

1. Military decorations: given for specific personal act of gallantry or meritorious service, i.e. Purple Heart, Navy Cross, Medal of Honor

2. Unit awards: presented to an operating unit only to members of that unit that participated in the cited action, i.e., Navy “E”.

3. Nonmilitary decorations: decorations are awarded for various actions by an individual, i.e, Gold and Life Saving Medals, Presidential Medal of Freedom

4. Campaign and Service awards: given to personnel who have participated in designated wars, campaigns or fulfilled creditable, specific service requirements. i.e., POW medal, Good Conduct, Antarctica Service Medal.

5. Foreign decorations and non-U.S. service awards: the awards that may be worn are listed in the U.S. Navy Uniform Regs. NAVPERS 156650.

6. Marksmanship Awards: awards for pistol or rifle on a qualifying course.

7. Awards of Military societies and other organizations: are awarded from military societies and other organizations. i.e., Regular Army and Navy Union, Naval Reserve Association and the Moreell Medal

• Ribbons are worn ¼ inch above the left breast pocket. Each row may have no more than 3 ribbons. Persons possessing 4 or more ribbons can wear a minimum of 3 of the most senior ribbons.

• The Purple Heart is the oldest military decoration in the world that it still in use. It is the first, and of course the oldest US Military decoration. Founded by George Washington in 1782 (seven years before he was president), it was initially created as the Badge of Military Merit for enlisted and non-commissioned officers who served in the Revolutionary War. Only three people were recorded to have been awarded the original Purple Heart. It was discontinued untill 1932 (George Washington's 200th birthday). Under president FDR, The Purple Heart was changed to be awarded to members of the US Armed Forces wounded or killed in action..

• Dog Tags: approximately 2 inches by 1 1/8 inches, with a 25 inch necklace.

First line: Name

Second line: Name (con't if needed)

Third line: SSN, the letters "USN", blood type and Rh factor.

Forth line: Religious preference

• Identification Cards: You must carry the card at all times. The Navy ID card meets all the requirements of article 17 of the Geneva Convention pertaining to the treatment of prisoners of war.

Grooming Standards

Male Standards

• Hair may not be any longer the 4 inches and must be groomed so that it does not touch the ears or collar. Hair above the neck and ears will be tapered to ¾ inches

• While in uniform men may wear one wristwatch, bracelet, one ring (per hand), one necklace or choker (may not be exposed). Men may not wear earrings while in uniform or in civilian clothes while on a military instillation or while attending a military function.

• Fingernails may not extend past the meat (end) of the fingers.

Female Standards

• Hairstyles must be neat and present a groomed appearance. Braided hairstyles must be conservative and conform to the guidelines stated in NAVPERS 15665. Some guidelines include:

Pony tails, pigtails, protruding braids are not authorized.

Multiple braids are authorized when uniform in dimension and small in diameter (approx. ¼ in.)

• Hair Length: when in uniform, the hair may touch but not fall below a horizontal line level with the lower edge of the back of the collar. With jumper uniforms, hair may extend a maximum of 1 ½ inch below the top of the jumper collar. No portion of the bulk of the hair as measured from the scalp will not exceed approx. 2 inches.

• Barrettes/Combs/Clips can only be a maximum of two (small). Must be similar to hair color.

• Fingernails- (female) may not exceed ¼ inch from the tip of finger.

• Earrings – (female) One pair may be worn while in uniform and must be 6 mm silver for E-6 and below, E-7 and above wear gold.

• Necklace may wear one necklace or choker but it cannot be visible.

• The heels on women's shoes will be no higher than 2 5/8 inches nor less than 5/8 inch.

Drills and Formation

• Distance: A space of 40 inches between the chest of one person to the back of the person ahead of them.

• Pace: The length of a full step (30 inches for men and 24 inches for women)

• At Ease: You can relax but keep your right foot in place. Do not talk.

• Rest: You can relax, keep right foot in place, and you may talk. This is the only command that allows you to talk.

• Fall Out: This is not a dismissal. Upon this command you can leave your position in ranks, but must stay near your position to resume ranks.

• About Face is a two count movement.

• To Close Ranks: On command the front ranks stand fast. The 2nd ranks move up one pace. The 3rd rank moves two paces, the 4th rank moves three paces.

• Dismissed: This command is used to secure a formation.

Chapter 11 - Small Arms

Chapter Eleven covers rifles and pistols, also shooting Positions and firing techniques.

• Small Arms means any firearm of .60 caliber, 15 mm, or smaller.

• Every firearm used by navy personnel has at least one type of built in safety device.

• Almost every accidental shooting is due to negligence or carelessness.

• Use common sense when handling any type of firearms.

• Use hearing protective devices when using firearms, such as circumaural type (Mickey Mouse ears).

• Also you must wear eye protection as well. The Navy has several types os safety glasses and goggles that provide adequate protection.

• M-14 Rifle fires either semiautomatic or automatic at the rate of 750 rounds per minute. It is chambered for the 7.62 mm NATO cartridge and it accommodates a 20 round magazine and M76 grenade launcher as well as the M-6 bayonet. The rifle weighs about 9lbs empty and about 11lbs fully loaded.

• M16 A-1/A-2 Rifle – Magazine fed, gas operated shoulder weapon. Chambered for 5-56. The magazine has a capacity of 20 or 30 rounds. Has a muzzle velocity of 3,000 feet per second.

• The selection lever has 3 positions safe, semi, and auto. Note: Semi fires a 3 round short burst.

• The most important factors for you to remember about a rifle are sight alignment and achieving a correct aiming point. Together the make up the sight picture.

• Keeping your eye the same distance from the peep sight is called spot weld or anchor.

• The .38 caliber revolver is a cylinder-loading, single or double action. The cylinder holds six rounds.

• The .45 caliber service pistol is intended for close combat. The .45 caliber is a semiautomatic, recoil-operated, magazine-fed hand weapon. The clip holds 7 rounds. It has a maximum effective range of 50 yards.

• Note the .38 and .45 caliber hand guns have been replaced with the M-9. I would study the M-9, because the M-9 started to be phased in back in 1985. M-9 has single or double action. It is a semiautomatic hand weapon. The 9mm magazine can hold 15 rounds.

• The 9mm is equipped with three types of safety features. The ambidextrous slide safety, the firing pin block, and the half cock notch.

• Shoot Positions A standard qualification course uses three standard positions: standing, kneeling, and sitting.

• Trigger Control : use the acronym BRASS

B-Breath: do not hold breath for more than 10 seconds

R-Relax: stay relaxed

A-Aim: proper sight alignment

S-Slack: some triggers have slack

S-Squeeze: smoothly, gradually, and straight to rear.

• Most poor shooting is usually caused by jerking the trigger and flinching when firing. The single most important factor in marksmanship is trigger control.

• The advantage of shot guns over pistols/revolvers is the sight alignment is not so critical.

• Shotguns are being used by the Navy in security guard work. They are the weapons of choice for short-range work.

Chapter 12 - Damage Control

• Damage control is the responsibility of all hands

• Damage control organization consists of two main parts:

1. Administrative Organization

2. Battle Organization

• Damage control petty officers (DCPO) will ensure that all emergency equipment, fittings, and compartment check-off lists are maintained and/or are working properly.

• The engineer officer is responsible for maintaining properly trained DCPO’s, repair parties, and repair locker personnel.

• The Damage Control Assistant (the DCA), under the engineer officer, will coordinate and train repair party personnel. The DCA is responsible for administration and training all personnel. The DCA maintains records of all DC and PQS qualifications.

• The ship’s bills, records and schedules for maintenance, written doctrine, and procedures relating to damage control are all part of the administrative organization of damage control.

• The CO must ensure that the ship’s officers and crew are trained and continually exercised in all aspects of survivability. The CO is ultimately responsible for the entire ship.

• The Executive Officer (XO) keeps the CO informed of the ship’s readiness. As the team leader, the XO is the senior person assigned to the damage control training team (DCTT).

• The DCTT is responsible for all shipboard drills and exercises in the area of damage control.

• DCPO’s normally serve for a period of 6 months. They must first complete the requires PQS based on TYCOM instructions. Each work center has a DCPO.

• Gas Free Engineer (GFE) (Chief petty officer or above) determines if its safe for personnel to enter closed or poorly ventilated spaces. Ie., tanks, chainlockers, etc.

• Fire Marshal helps the DCA train personnel in damage control as well as prevent fire. All ships designate a fire marshal. The fire marshal conducts daily inspections throughout the ship, looking for fire hazards.

• The battle phase starts when the ship has received actual damage. The battle organization is responsible for restoring the ship back to as normal operation as possible.

• The DCA is responsible for the control of damage, control of stability, list, medical casualty response, fire fighting, restoring from damage CBR countermeasures. The battle station for the DCA is Damage Control Central (DCC).

• Damage Control Central (DCC) or Central Control Station (CCS) on newer ships, is to collect and compare reports from repair lockers.

• Normally each ship has at least 3 repair lockers. 2,3 and 5 (see below). The makeup of each repair party and repair locker depends on the type of ship and the area they serve:

Repair 1- main deck repair

Repair 2- forward repair

Repair 3- Aft repair

Repair 4- Amidships repair

Repair 5- Propulsion (engine)

Repair 6- Ordnance

Repair 7- Gallery deck & island structure

Repair 8- Electronic casualty control

• In-Port Emergency Team (IEF) are made of duty section personnel. IET members are emergency team member qualified and respond to respond to any of casualty.

• Rescue and Assistance (In Port/At Sea) All ships are required to have rescue and assistance detail in port and at sea. Their primary missions are to assist other units in distress, both ashore and at sea. All personnel assigned to the rescue and assistance detail must, as a minimum, R&A personnel must be quality as an emergency team member and in first aid.

• General Quarters (GQ) is an all hands evolution. It is the highest state of readiness of the ship. We responding to GQ, all hands adjust their clothing to battle dress and proceed to their GQ stations.

• Battle Dress is when you tuck the bottom of your pants into your boots or socks, long sleeves will be pulled down and buttoned, top button on shirt buttoned, and flash hood and gloves donned. All exposed skin should be covered.

• The pre-established route to get to your General Quarters Station is move forward and up the ladders on the starboard side and move aft and down the ladders on the port side.

• Most cases of spontaneous combustion involve the process of rapid oxidation.

• DC gear can be found in various repair lockers throughout the ship. The equipment and materials required for making battle damage repairs vary according to the nature of the damage. You must know how to use a variety of equipment and materials. Damage control equipment should be stowed in its designated location and be readily accessible. DC equipment must not be used for any purpose other than damage control.

• The DCA battle station will be in Damage Control Central (DCC).

• Communications are vital to the damage control organization. The major shipboard DC communications are as follows:

The general system (1MC) is integrated with an alarm signal system. This alarm system will override the microphone control and is intended to notify the ship’s crew of imminent danger. These are in order of priority, as follows:

1. collision

2. chemical attack

3. General (GQ)

4. Flight crash

The emergency damage control communication system is the X4OJ. It is used when all other circuits fail. The X4OJ can be a portable (“salt and pepper line”) or it can be a permanently installed (risers) components.

• If all methods of communications fail you can use messengers. They are used to deliver written messages between repair lockers, DCC, the bridge, or other locations. Messengers may also have to deliver oral messages without error.

• Material conditions of readiness refer to the ship’s watertight integrity. Watertight integrity is maintained by keeping watertight doors, hatches, scuttles, and valves closed. This will limit the spread of smoke, gases, fire, and flooding. Each watertight closure/fitting will have an identification classification plate (or label) affixed to the closure or fitting.

* Please note that I will only cover the basic classifications. If you are not familiar with material conditions of readiness, you will need to review pages 12-10 through 12-14.

• X-Ray provides the least protection and provides the greatest ease of access throughout the ship. Condition X-Ray is set during working hours in port. All fittings marked with an X or circle X are closed when condition X-Ray is set.

• Yoke provides a greater degree of watertight integrity than X-ray. Yoke is normally set at sea and in port during wartime. All fittings marked with X’s, Y’s, circle X, and circle Y are closed when condition Yoke is set.

• Zebra provides the greatest degree of protection. It is the maximum state of readiness. Condition Zebra is set under the following situations:

1. When GQ is sounded.

2. Entering or leaving port in wartime

3. To localize damage

4. Whenever the CO deems necessary.

• All fittings marked with an X, Y, Z, and all circle X, Y, Z as well as Dog Zebra are closed when condition Zebra is set.

• Dog Zebra fittings are secured when condition Zebra is set, and daily at sea, whenever the ship is at nighttime steaming. Darken ship fittings and closures are closed to prevent light inside the ship from showing outside. Dog Zebra is set just before dusk at sea.

• Circle William are ventilation closures set prior to a CBR attack.

• William are vital fittings such as sea suctions, ventilation fittings, fire pumps, and other vital equipment. These fittings are always open, unless they have to be secured to control damage or repair equipment.

• Each compartment on a ship has a CCOL (compartment check off list). See page 12-12 for an example CCOL. The CCOL will have a list of all the fittings and closures in that space. The DCPO will maintain the CCOL in their assigned spaces. The CCOL list is posted in each space near each entrance.

• The normal setting of a material condition should be logged in the Damage Control Closure Log daily by each division or repair party. Any closures or fittings that are not secured must be logged in the DC Closure Log.

• The inoperative fittings on a ship must also be logged in the inoperative fittings and closure log. This log becomes a tracking tool for future repairs.

• Emergency Escape Breathing Device (EEBD) are used to escape from a fire (see page 12-14 figure 12-3 for illustration) The EEBD lasts 15 minutes.

• You should be able to don an EEBD in less than 30 seconds.

• Supplemental emergency egress device (SEED) is used for personnel working in engineering spaces. The SEED is worn on the belt for easy access. The SEED is used to get to the EEBD (see page 12-15, figure 12-14) The SEED has no eye or nose protection and has a short operational time.

• The A-4 OBA is currently the primary tool used by fire fighting teams for respiratory protection.

• OBA timers should be set to 60 back to 30.

• The self-contained breathing apparatus (SCBA) are being phased in throughout the Navy. The units’ main components consist of a harness, high pressure bottle, pressure regulator, full face mask, and the high and low pressure hoses as shown on page 12-17 figure 12-16.

• The fire triangle can be simplified into the relationship between three components:

- Fuel

- Heat

- Oxygen

To have a fire in any combustible substance, each of these components must be present.

• The fire tetrahedron is the fourth requirement needed to maintain combustion. This is the uninhibited chain reaction needed for flames to exist.

• Heat is transferred by three different methods:

- Conduction: direct physical contact (touching)

- Convection: transfer of heat, gasses, or liquids.

- Radiation: is the transfer of heat from a source across an intervening space. (ie, a campfire gives a radiation heat.)

• There are classes of fire class materials:

Material……………………………….........................Method of extinguishing

Alpha: Wood, cloth, paper……………………………....Water:straight/fog pattern

Bravo: Flammable liquids, fuel, oil……………………..........AFFF (Halon/PKP)

Charlie: Energized electrical fires………………….……...........CO2, Halon

Delta: Combustible metals,ie magnesium/titanium.....Water; fog pattern

• P-100 is a diesel-engine driven portable pump unit. It is designed for fire fighting and dewatering. See page 12-25 figs. 12-13 and 12-14

Chapter 13 – CBR Defense

Chapter 13 covers CBR in depth.

• The primary purpose of biological and chemical attacks is the mass casualties of personnel, livestock, or crops.

• US national policy prohibits our being the first nation to use chemical agents against an attacking nation.

• The US will not use biological agents under any circumstances.

• Chemical Warfare (CW) agents can kill or disable personnel by affecting the blood, nerves, eyes, skin, lungs, or stomach.

• Biological warfare (BW) operation agents include microorganisms, fungi, toxins, and microtoxins to cause diseases that will kill or produce other casualties.

• To be most effective, biological weapons are normally delivered by aerosol.

• Chemical agents can be placed in projectiles or missiles.

• Nuclear weapons can be launched in almost any manner by land, sea, or air units.

• Broadly speaking, there are two types of antipersonnel agents: casualty and incapacitating.

• Check page 13-2, table 13-1 for characteristics of selected CW agents.

• Sarin and VX are types of nerve agents.

• Some of the symptoms of nerve poisoning are: stomach cramps, sudden headache, nausea, wheezing, and convulsions.

• Casualty CW agents can cause death or severely incapacitate personnel for long periods of time.

• Incapacitating CW agents temporarily disable personnel but do not create permanent injury.

• (2-PAM CI) atropine and pralidoxime chloride are self injections used as the antidote for a nerve agent.

• Blister agents act on the eyes, mucous membranes, lungs, and skin.

• Blister agents include mustard vapors and mustard liquids.

• Muster agents burn and blister the skin, especially moist areas such as the neck, genitals, groin, armpits, bends of knees and elbows. Muster agents also damage the respiratory tract when inhaled.

• Personnel who are suspected of contamination from muster agents in the eyes must seek overhead shelter and flush their eyes with potable (drinkable) water.

• Blood agents inhibit the action of an enzyme responsible for transferring oxygen from the blood to the cells of the body.

• High concentrations of blood agents cause labored breathing within a few seconds, violent convulsions, followed by cessation (stoppage) of breathing.

• See page 13-5 for a chart of symptoms for blood agent exposure.

• Choking agents in low concentration effect the respiratory system to the point that the lungs fill with fluid.

• See page 13-15 for symptoms for tear agents and vomiting agents.

• Riot control agents (RCAs) are classified as either tear agents or vomiting agents.

• RCAs cause temporary misery and harassment.

• Biological warfare(BW) is the intentional use of living organisms, toxins, and microtoxins to disable or destroy people and domestic animals, damage crops, or deteriorate supplies.

• Animals, insects, and rodents can be used as carriers to spread BW agents.

• Some BW agents include anthrax, typhoid fever, cholera, plaugue, tularemia, botulinum toxin, and inluenza.

• Early stages of biological disease include the general symptoms of fever, malaise, and inflammation.

• See page 13-7 for characteristics for selected BW agents.

• Nuclear warfare: There are four types of nuclear blast.

• High altitude blast takes place above 100,000 feet.

• Air blast is when the fireball is below 1000,000 feet but doesn’t touch the earth’s surface.

• Surface Blast is when the fireball touches the earth’s surface.

• Subsurface (underwater) burst: A fireball is formed (smaller fireball than a surface blast), and this explosion creates a large bubble (cavity) that rises to the surface where it expels steam, gas, and debris into the air.

• There are two types of nuclear radiation: initial and residual.

• Nuclear weapons produce explosions of great force. Their effects are divided into three categories:

- Blast waves or shockwaves

- incendiary

- radiation

• The intense flash of light from a nuclear blast can cause flash blindness. Normally this is only temporary, usually the eyes can recover in about 15 minutes in daytime and 45 minutes at night.

• Nuclear radiation hazards consist of four types.

- Alfa: little skin-penetrating power.

- Beta: can present a hazard if the particles enter the skin.

- Gamma: Rays are pure energy, very difficult to stop. They can easily penetrate the body.

- Neutrons: have the greatest penetrating power.

• Electromagnetic Pulse (EMP) can cause considerable damage to tactical systems, including electrical and electronic systems, sonar, radar, and communications.

• Transient Radiation effects on electronics (TREE) occurs in electronics systems as a result of exposure to gamma or neutron radiation.

• Survey teams go through the ship to determine the extent and location of any contamination after a CW, BW, or nuclear attack. A survey team consists of a minimum of three people: a monitor, a recorder, and a messenger. The monitor is in charge of the party.

• CBR contamination markers is a standard system and is used to mark areas contaminated by CW, BW, or nuclear agents. Look at figure 13-16 page 13-15. This page shows CBR contamination markers. The markers are triangular in shape. They re 11 ½ inches with 8 inch sides. Each type of contamination is readily identified by the color of the marker. Also, they are labeled:

GAS-Yellow-Red Letters

BIO-Blue-Red Letters

ATOM-White-Black Letters

• Dose rate is expressed in roentgens (gamma ray measurement only)

• The DT 60/PD is a nonself-reading gamma radiation device. Its range is 0-600 roentgens.

NOTE: You need a CP-95 to actually read a DT 60. You can see a DT-60/PD page 13-16 figure 13-8.

• For a CW attack a M256A1 is a special detection kit that uses vapor sample detection and the M8 & M9 liquid chemical agent paper. Also draeger tubes are used to detect the presence of phosgene gas.

• The MCU-2/P Protective Mask is the most important piece of protective equipment against a CBR attack.

• The mask serves two functions: 1. It filters the air, removing particles of dust that could be contaminated.

2. It purifies the air of many poisonous gases.

• The MCU-2/P mask is available in three sizes.

• To determine the correct size measure the length of your face. (tip of chin to nasal root depression.

• The MCU- 2/P mask uses a single filter canister, designated C2.

• Canisters are good for one attack of blood agent, after which the must be replaced. Canisters are good for 30 days following exposure to other chemical agents, as long as the 60 day limit after removal of the packaging seal is not exceeded.

• You should be able to don you mask within 10 seconds.

• Some features of the MCU-2/P:

- two voice emitters

- a drinking tube

- flexible lens

- one canister can go on either side

• The mask can be worn over approved mask-compatible glasses.

• Basically, any clothing or coverall that covers the body can provide a degree of protection from CBR contaminants.

• Chemical-protective overgarment (CPO suit) consists of two pieces, a smock and trousers.

• The CPO suit has a shelf life of 5 years if left unopened.

• Once removed from its protective envelope, it has a shelf life of 14 days in a nonchemical environment.

• Once exposed to chemical contamination, the CPO suit provides 6 hours of continuous protection, after which it should be discarded.

• Wet-weather clothing is often described as impermeable or rubberized clothing.

• Mission Oriented Protective Posture (MOPP) is a means of established levels of readiness. MOPP is a flexible system of protection against chemical agents and is used in chemical warfare defense to help accomplish a mission.

• There are four levels of MOPP, from Level 1, the least protection to Level 4, the most protection.

- MOPP Level-1: protective equipment and medical supply items are issued. Set readiness Condition III and material condition Yoke, if not already set.

- MOPP Level- 2: Protective mask and carrier are worn on the person. Set Zebra (modified)

- MOPP Level- 3: Install new filter canisters on protective masks. Don CPO suits, set GQ, set zebra. Activate countermeasures, wash down system intermittently.

- MOPP Level- 4: Don mask, protective gloves, set CIRCLE WILLIAM, activate countermeasures, wash down system .

• Decontamination teams usually consist of six people. The monitor will be in charge.

• To decontaminate means eliminating the sources of infection. The most effective way is to use a chemical disinfectant.

• M291 Decontamination Kit is used to decontaminate skin and selected personnel equipment contaminated with chemical agents. The kit contains six sealed foil packets, enough for three complete skin applications.

• The disadvantage an enemy has when using BW agents is that BW agents degrade rapidly when exposed to the environment conditions such as ultraviolet light, radiation, heat, dryness, or humidity.

• Never eat food, drink, or smoke after a CBR attack.

• Weapons of mass destruction are weapons that can destroy large areas or kill and disable large segments of the population.

Chapter 14 - First Aid

This chapter covers basic first aid, personal hygiene, and sexually transmitted diseases.

• The objectives of first aid are:

- save life

- prevent further injury

- limit infection

• In administering first aid, you have three primary tasks:

- maintain breathing

- stop bleeding/maintain circulation

- prevent or treat for shock.

• To be effective, CPR has to be started within 4 minutes of the onset of cardiac arrest.

• In CPR, one rescuer performs 15 compressions to 2 ventilations (breaths){15 to 2}

• Rescue breathing is perormed when you have a pulse but the subject is not breathing. Ventilations should be 12 to 15 per minute or one breath every five seconds.

• Mouth to nose is effective when the victim has extensive facial or dental injuries or is very young.

• Two rescuer CPR is 5 compressions to 1 ventilation. {5 to 1}.

• For hand placement for cardiac compressions keep the heel of hand above the tip of the sternum.

• Chest should compress 1 1/2 to 2 inches when doing cardiac compressions.

• Airway blockage: The first indication is the victim's inability to speak.

• The first action you take is to clear the mouth of any food particles or foreign objects.

• Refer to page 14-7 for further procedures.

• The average adult body contains 5 quarts of blood (4.75 liters). One pint of blood can usually be lost without harmful effects. However, the loss of 2 pints (0.95 liters) will usually cause shock.

• Treating for Shock:

- Symptoms are that the pulse is weak but rapid. Breathing is likely to be shallow, rapid, and irregular. Eyes are usually dialated.

- Remember, seriously injured persons are liekly to develop serious shock, and shock can cause death.

- Start treatment as soon as possible. Keep victim warm enough for comfort and lying down. Keep victim calm and assure that expert medical help will soon be there. Raise feet about 12 inches.

• Capillary: Blood from capillaries is usually brick red in color and the blood oozes out slowly.

• Vein: Blood from veins is usually dark red and the blood will escape in a steady, even flow.

• Artery: Artery cuts near the surface will gush out in spurts that are synchronized with the heartbeat. Deep artery cuts will be a steady stream and is usually bright red in color.

• The best way to control serious bleeding:

1. direct pressure

2. pressure points

3. constricting band (tourniquet) as last resort. Once applied it should only be released by medical personnel. Never cover a restricting band, mark the victim's forehead with a "T" and note the time the band was applied, or use a medical tag attached to the wrist.

• Burns

1st – the mildest (ie. Mild sunburn)

2nd – leaves a blister

3rd – the worst, skin is destroyed.

If the burn is less than 20% immerse in cold water. More than 20%, apply sterile dry bandage. When treating burns you should never apply petrolatum gauze, break blisters, apply butter, lard, or vaseline.

• Know the difference between heat exhaustion and heat stroke.

Heat exhaustion:

1. moist and clammy skin, ashen gray

2. pupils dilated

3. normal or subnormal temperature.

It is commonly caused by working or exercising in hot spaces. First aid: loosen clothing, get victim to cool area.

Heat Stroke (the most serious):

1. dry hot skin

2. pupils constricted

3. very high body temperature

heat stroke has a 20% mortality rate. First aid: reduce body temperature immediately.

• Fractures:

Closed fracture: the bone is broken but the skin remains intact. (most common fracture)

Open fracture: The broken bone will protrude from the skin.

• Sprains: Is an injury to the ligament and soft tissues the support a joint.

• Strain: is caused by forcible over stretching or tearing of a muscle or tendon.

•First aid for either sprains or strains is ice pack for 24 to 48 hours, and keep affected area elevated. Apply moist/heat after ice treatment is complete (15 to 30 min.)

• Suicide: Most suicide victims in the Navy are enlisted males between 17-24 in the paygrades E-1 to E-6.

• Sexually transmitted diseases:

• If syphilis is untreated the disease can cause mental illness, blindness, heart disease, or even death.

• If Gonorrhea goes untreated it can cause you to become sterile (male or female).

• Acquired Immune Deficiency Syndrome was first reported in the United States in mid 1981. It is the number one priority of the US Public Health Service. AIDS can be spread by sexual contact, needle sharing, blood to blood contact, and less commonly, transfusions.

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