Field Manual SP‑1 Operator's Handbook Revision 9 Distribution: Unrestricted

Strike Protocol

Tactical Combat Simulation

Everything the simulation does and none of what it doesn't. This manual covers deployment, controls, the ballistics model, the full arsenal with measured time‑to‑kill figures, equipment, perks, killstreaks, the three game modes, and the progression table. Read Part 4 before you read anything else — the gunplay rules are where most of the skill lives.

Platform
Browser · WebGL 2
File
strike-protocol.html
Players
1 vs. AI
Courses
4
Modes
TDM · DOM · Survival
01

Deployment

Open strike-protocol.html in a browser — double-click it, or drag it onto a browser window. There is nothing to install and no server required.

Pick a mode from the main menu and the match starts immediately. The game captures your mouse pointer when it deploys; press Esc to release it and pause. Click Resume to go back in.

If the mouse won't lock Pointer lock is refused inside some embedded frames and preview panes. The game detects this and falls back to free mouse-look so it stays playable, but aiming is much better in a real browser window. Open the file directly rather than inside another app's viewer.

Progression, loadouts and settings save to your browser's local storage, so they persist between sessions on that browser. Clearing site data resets them, as does Reset progression in Settings.

02

Controls

Several bindings aren't listed on the menu screen. The ones worth memorising are weapon swap on Q, melee on the middle mouse button, and hold-breath, which only exists while you're scoped.

Movement

WASD
Move
Shift
Sprint — forward only; cancels a reload
W×2
Tactical sprint — faster, drains a stamina pool
Ctrl/C
Crouch — smaller target, tighter hipfire
Shift+Ctrl
Slide — must already be sprinting
Space
Jump · slide-cancel · mantle a ledge

Combat

LMB
Fire
RMB/E
Aim down sights — hold or toggle, see Part 12; survives a reload
R
Reload
Shift
Hold breath — only while scoped; steadies sway
12
Primary / secondary
Q/Wheel
Swap to other weapon
V/MMB
Melee — one hit, needs line of sight
X
Pick up the weapon you're standing on — swaps your primary
G
Lethal — hold to cook a frag; press again to detonate C4
F
Tactical
345
Killstreaks, in the order shown on the HUD
Playing on a laptop trackpad A trackpad has one physical button, so you cannot hold a two-finger right-click and left-click at the same time — meaning you cannot aim and fire at once with the default bindings. Set Aim mode to Toggle in Settings: a two-finger tap then puts you in the sights and stays there, leaving an ordinary one-finger click free to fire. Tap again to come out. Aiming with E works the same way and keeps both hands where they already are.

System

Tab
Scoreboard — hold
Esc
Pause and release the mouse
03

Movement

Movement speed is a base rate multiplied by your weapon's mobility rating and again by Lightweight if you run it. Aiming down sights cuts speed roughly in half.

Sprint and the sprint-out penalty

Coming out of a sprint, your weapon takes a moment to come up before it will fire. That delay is per weapon class — about 0.10 s on an SMG, 0.18 s on a rifle, and 0.34–0.38 s on an LMG or sniper. Pulling the trigger cancels the sprint automatically, so you never need to release Shift first, but the heavier the gun the more you pay for being caught sprinting.

Sliding

A slide commits to the direction you entered it — you get roughly 18° of steering, not a free 360° spin. You can fire throughout, and pressing Space mid-slide cancels straight into a jump.

Mantling

Anything between roughly knee height and 1.85 m can be climbed: walk into it holding forward and you'll pull yourself up. The animation locks your look and your trigger for about 0.4 s, so don't mantle into an angle someone is holding. Below knee height you simply step up with no animation.

04

Gunplay

This is the part that rewards reading. Every rule below is something you can exploit deliberately.

Aiming tightens the cone, gradually

Accuracy is not a switch. Your bullet cone shrinks continuously as the sights come up, so a shot fired halfway into the aim-down-sight animation lands halfway between hipfire and full accuracy. On an assault rifle, fully aimed is roughly nine times tighter than hipfire. Moving widens the cone, sprinting widens it a lot, being airborne widens it more, and crouching narrows it.

The crosshair tells the truth. Its gap is computed from the same spread value the bullets use, so if the reticle is open, your shots really are going there.

Recoil is a pattern, not noise

Each weapon walks a fixed, repeatable recoil path that climbs the longer you hold the trigger. The climb persists — it only bleeds off after about 0.35 s off the trigger, at which point the pattern resets to the start. That means two things: you can learn to pull down against a specific gun, and short controlled bursts are genuinely better than praying through a magazine.

Damage falls off with range

Every weapon deals full damage out to its first range figure, then decays linearly to a floor at its second. The Arsenal table lists both. An SMG that kills in four shots at 15 m needs six at 40 m; a SCAR-H barely notices the difference.

Where you hit matters

LocationMultiplierEffect
Head×1.70Distinct hitmarker tone and a gold marker
Torso×1.00Baseline
Legs×0.85Slight penalty

Shooting through cover

Rounds penetrate thin material and come out the other side with reduced damage. Wood is the softest, then sandbags, then sheet metal; concrete and stone stop a bullet dead. A round can pass through at most two surfaces. If you see an enemy duck behind a crate, keep shooting the crate.

Being shot at

Rounds that pass within about 1.5 m of your head crack audibly and suppress you — your cone widens slightly and your aim flinches. Taking an actual hit flinches you harder. Toughness reduces both. Suppression is how the AI pressures you without landing a shot, and you can do the same to them.

Health

100 health, no armour. It regenerates fully after about 4.2 s without taking damage (3.2 s with Toughness). The screen edges redden as you drop; a heartbeat means you're one burst from dead.

05

Arsenal

Time-to-kill assumes torso hits at close range with no perks. Shots is how many it takes; TTK is how long that takes at the weapon's fire rate. Range is the distance where damage starts dropping and where it bottoms out.

WeaponClass DmgRPMMag ShotsTTKHS RangeADSMob Unlock
MP5SMG269003240.20 s316–34 m0.15 s112%1
Vector .45SMG2311503050.21 s313–28 m0.14 s115%14
P90SMG248605050.28 s318–36 m0.17 s108%30
M4A1Assault rifle337803040.23 s230–60 m0.20 s100%1
AK-74Assault rifle345603030.21 s234–66 m0.24 s95%6
SCAR-HAssault rifle445202030.23 s238–72 m0.26 s92%22
M249 SAWLMG3070010040.26 s236–74 m0.36 s82%26
Model 870Shotgun19×9806119–19 m0.22 s98%10
MK14 EBRMarksman552602020.23 s246–86 m0.28 s90%18
Barrett .50Sniper1354871170–140 m0.46 s78%34
M9 BerettaPistol284301540.42 s320–40 m0.16 s120%1
SkorpionMachine pistol2110802050.22 s311–24 m0.15 s118%12
.50 GSPistol62280720.21 s124–44 m0.20 s110%20
Reading the table The MP5 has the fastest kill in the game but only inside 16 m — past 34 m it needs six shots. The AK-74 is the fastest gun that still works at range. The Model 870 kills in one shell if all nine pellets connect, which in practice means inside about 9 m; it also reloads shell by shell and you can interrupt that reload by firing at any point.
06

Equipment

One lethal and one tactical per loadout. Both replenish on respawn.

LethalCarriedDamageRadiusBehaviourUnlock
Frag grenade11506.5 m3.4 s fuse. Hold G to cook it down — hold too long and it kills you.1
Semtex11605.6 m2.2 s fixed fuse, sticks where it lands. Cannot be cooked.9
C422007.0 mCommand-detonated: throw with G, press G again to fire it. Any charges you have out go off when you die.19
TacticalCarriedEffectUnlock
Flashbang2Whites out anyone with line of sight to it. Strength scales with how directly they were facing it. Blinds AI as well as you.1
Stun grenade2Slows movement, sways aim and badly degrades accuracy for a few seconds.5
Smoke2A real sight blocker, not decoration — enough accumulated smoke on a sight line breaks enemy line of sight entirely.13
07

Perks

One from each tier. Every slot has a level-1 option, so a fresh account always has a complete loadout.

TierPerkEffectUnlock
1Lightweight+12% movement speed1
1ScavengerResupply ammunition from kills4
1GhostHidden from enemy UAV and radar pings16
1Flak Jacket−60% explosive damage24
2Sleight of Hand+45% reload speed1
2Stopping Power+18% bullet damage8
2HardlineKillstreaks cost one kill less11
2Cold-BloodedEnemy AI acquires you more slowly28
3Quickdraw+45% aim-down-sight speed1
3Steady Aim−35% hipfire spread7
3MarathonUnlimited tactical sprint15
3Toughness−40% flinch, faster health regeneration21
Note Stopping Power turns several four-shot kills into three — it changes the M4A1 from four shots to three and the M249 from four to three. Check the Arsenal table against your own weapon before you assume a different perk is stronger.
08

Killstreaks

Choose three. They're bound to 3, 4 and 5 in cost order, matching the HUD.

KillsStreakEffectUnlock
3UAVReveals every enemy on your minimap for 30 s, except any running Ghost1
4Counter-UAVDegrades enemy accuracy and hides your radar signature for 30 s17
5Precision airstrikeA bomb run along the line you're facing. Red rings mark the impact points about two seconds ahead — they will kill you too1
7Attack helicopterA gunship orbits for 32 s engaging enemies on its own1

The rules that catch people out

  • Spent streaks don't come back. Once you call something in, you have to die and rebuild the streak before you can earn it again.
  • Streak kills don't feed the next streak. Kills scored by your airstrike or helicopter pay score and XP but do not advance your streak counter — no snowballing off one good run.
  • Dying resets everything. Your counter goes to zero and any unspent streaks are lost.
  • Your own airstrike will kill you. It lands roughly 22 m ahead of where you're looking. Watch for the rings and move.
  • Hardline reduces every cost by one, so a 3/5/7 set becomes 2/4/6.
09

Modes

6 v 6 · 10:00 · First to 75

Team Deathmatch

Straight elimination. Every kill is one point. You respawn about 4 seconds after dying, at whichever spawn is furthest from danger.

6 v 6 · 12:00 · First to 200

Domination

Three objectives — A, B and C. Stand inside the ring to capture; roughly four seconds alone, faster with teammates, frozen while contested. Each flag you hold ticks points every five seconds.

Solo · Endless

Survival

Escalating waves of hostiles who get tougher every round. Clearing a wave restocks your ammunition and equipment and pays a bonus. One life — dying ends the run.

Playing Domination properly

Holding two flags wins matches; holding all three flips the enemy spawn on top of you and usually loses them. The capture bar appears on screen whenever you're inside a ring, and you'll get a warning banner when a flag you own is contested. Objective B sits on the ground floor of the centre building, not on its roof.

10

Courses

Four maps, chosen from the cards on the main menu. They are not reskins — each rewards a different loadout, and what you bring should change with the course.

CourseChallengeWhat it does to a fightBring
StrikepointBalancedThree lanes around a two-storey centre building. The roof overlooks everything but has only two staircases.Anything
DustbowlLong rangeOpen desert under a hard sun. Two facing ridges, a dry wash with a culvert under the middle, and rock outcrops as the only mid-field cover. Crossing open ground is the whole problem.MK14 · Barrett · SCAR-H
FoundryClose quartersA roofed steel hall on two decks. Machine bays make a maze at floor level, a catwalk ring runs overhead, and the furnace block is the high ground. Sightlines are short and everything is a corner.MP5 · Vector · Model 870
TreelineLow visibilityFog and dense timber close sightlines to roughly 25 m. Log cabins are the hard points, a stream cuts an open lane, and two watchtowers hold the only long shots.AK-74 · P90 · volume of fire
Switching Pick a course before you deploy — the game rebuilds the entire world, so it is a menu action rather than something you can do mid-match. Rank, unlocks and your loadout carry across all four.
11

Field pickups

Every course scatters resupply and weapons you did not bring. Both mark themselves with a column of light — green for ammunition, amber for a weapon rack.

Ammunition — just walk over it

No keypress. Crossing an ammo can tops up the reserve on both your weapons by roughly 45% of maximum and returns a lethal if you have thrown yours. The can then disappears for about 22 seconds, so a contested box is a reason to hold ground rather than a one-time prize.

Weapons — stand on the rack and press X

Racks hold something suited to the course: a shotgun and a marksman rifle on Strikepoint, a Barrett on the Dustbowl ridge, SMGs through the Foundry, a Barrett on a Treeline watchtower. Several sit on rooftops and catwalks rather than the floor, so taking one costs you the climb.

It is a trade, not a free upgrade. Taking a weapon replaces your primary and gives you only half its normal reserve — and the gun you put down stays on the rack for whoever comes past next, including them. The prompt names exactly what you are giving up before you commit.

Worth knowing Because the rack keeps whatever you drop, you can stage a weapon on purpose — leave a rifle on a roof you plan to return to and it will still be there. So will it be for the other team.
12

Reading the HUD

Top centre

Compass

Rotates with you and carries objective markers, lettered and coloured by owner.

Top left

Minimap

Rotates with you. Blue is always your team. Red appears only when an enemy fires, or for everyone while your UAV is up. Yellow dots are incoming enemy grenades. The ring turns green while a UAV is active.

Around the crosshair

Damage indicators

Red arcs point back toward whoever hit you. They're your only warning about someone behind you.

Bottom left

Streaks

Greyed until earned, amber and outlined when ready to call in.

Centre

Hitmarkers

White for a hit, gold with a distinct tone for a headshot, red for a kill.

Top right

Killfeed

Shows the weapon used and marks headshots, on both sides.

13

Progression

You earn 100 XP per kill, +50 for a headshot or a knife kill, 50 for an assist, 200 for capturing an objective, plus multi-kill medals and an end-of-match bonus. Levels get progressively more expensive; the cap is 55.

What unlocks when

LevelUnlocks
1M4A1 · MP5 · M9 Beretta · Frag · Flashbang · Lightweight · Sleight of Hand · Quickdraw · UAV · Airstrike · Helicopter
4–8Scavenger (4) · Stun grenade (5) · AK-74 (6) · Steady Aim (7) · Stopping Power (8)
9–14Semtex (9) · Model 870 (10) · Hardline (11) · Skorpion (12) · Smoke (13) · Vector .45 (14)
15–20Marathon (15) · Ghost (16) · Counter-UAV (17) · MK14 EBR (18) · C4 (19) · .50 GS (20)
21–26Toughness (21) · SCAR-H (22) · Flak Jacket (24) · M249 SAW (26)
28–34Cold-Blooded (28) · P90 (30) · Barrett .50 (34)

Ranks run from Recruit through Commander, advancing every three levels. Your rank bar sits under the title on the main menu.

14

Settings

Reachable from the main menu or while paused. Everything saves immediately.

  • Mouse sensitivity and ADS sensitivity — the second is a percentage of the first, so lower it if scoped aiming feels twitchy relative to hipfire.
  • Field of view — 65 to 120. Higher shows more but makes distant targets smaller.
  • Bot difficulty — see below.
  • Aim modeHold keeps the sights up only while the button is down; Toggle switches aiming on and off with a tap. Toggle is the one to use on a trackpad.
  • Announcer, damage numbers, FPS counter, invert look.
  • Reset progression — wipes levels and unlocks, and returns your loadout to gear you can actually equip.

Difficulty tiers

TierAccuracyReactionDamageAggression
Recruit30%0.72 s62%70%
Regular48%0.48 s82%90%
Hardened63%0.33 s100%110%
Veteran76%0.22 s118%130%

Reaction is how long a bot takes to open fire after acquiring you — the single biggest factor in how dangerous a tier feels. Every bot re-rolls that delay each time it re-acquires you, so breaking line of sight and re-peeking genuinely buys you time.

15

Field notes

Tactics that follow directly from the rules above.

  • The bots have eyes, not radar. They see through a forward cone of roughly 65°, widened only when they're shot at or hear close gunfire. Flanking works. So does simply staying out of the direction they're facing.
  • Re-peek instead of holding. Every fresh acquisition re-rolls a bot's reaction delay. Breaking line of sight and stepping back out is mechanically better than sitting in the open winning a raw reaction contest.
  • Bots shoot from where they hold the gun, roughly 1.2 m up. Waist-high cover genuinely blocks them, and it's why sandbags and barriers are worth using rather than running past.
  • Smoke actually works. It is one of the few things that breaks AI line of sight outright. Use it to cross an open lane or to take a contested objective.
  • Fire through soft cover. Crates and sandbags don't stop bullets. Concrete does.
  • Don't sprint around corners with a heavy gun. An LMG or sniper needs a third of a second to come up. An SMG needs a tenth.
  • Burst at range. Recoil resets after 0.35 s off the trigger. Tapping resets the pattern to the start every time.
  • Take the centre building's roof, but know it's a trap. It overlooks everything, which means everything overlooks you, and there are only two staircases off it.
  • In Domination, hold two and leave the third. Capping all three pushes the enemy spawn into your lap.
  • On a trackpad, switch to toggle aim and lean on the MP5. Trackpad tracking is slower than a mouse, so the weapons that reward getting close and holding a wide cone beat the ones that reward precise flicks.
  • In Survival, keep moving and use the perimeter. Waves spawn at the map edges and converge on you; standing in the open in the middle is how runs end.