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THE FALL OF TANITH [1st main]

    

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ACCESSING ORDO SCRIPTUS DATABANKS...
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INSERT QUERY.
>FALL OF TANITH

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1 ENTRY FOUND. EVENT: FALL OF PLANET TANITH.
OPENING...

YEAR: 765.M41
LOCATION: SEGMENTUM PACIFICUS. SABBAT WORLDS SECTOR. TANITH SYSTEM.
LOG START.

++++++++++++++++++++++++++++++

On his deathbed, Warmaster Slaydo, commander of the Sabbat Worlds Crusade, bestowed upon Ibram Gaunt — a commissar who had fought with distinction at Balhaut — the rank of Colonel-Commissar and dispatched him to Tanith to raise three regiments for the Crusade.
However, in the wake of their defeat at Balhaut, a splinter fleet of Chaos slipped past the picket set up by the Imperial Navy, thanks to the newly-appointed Warmaster Macaroth's change of tactics. This small fleet attacked and conquered six systems before being defeated, one of which was Tanith.
On the day of the Founding, the Chaos armada bombarded Tanith from orbit, and deployed ground troops to kill vital Imperial personnel before burning Tanith and its forests with the fleet's firepower.

In all, only around 3,500 people survived the evacuation.

++++++++++++++++++++++++++++++

LOG END.

  ++MISSION BRIEFING++

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You were enjoying the last hours of your R&R before embarking, when the planetary alarms went off.
Before jammers kicked in, the comms systems relayed one last order from Colonel-Commissar Gaunt: Head to one of the designated LZs and hold until the Imperial Navy extracts you.
Your squad is cut off from everybody else. The Archenemy is attacking Tanith, and there is no saving it. But there is a saving you, so you can keep on fighting for the God-Emperor.

MISSION SUMMARY: 

This will be a heavily themed mission with elements taken from the Warhammer 40k Universe. The mission will be making use of the Arma 3 mods There is Only War, Imperial Conquest and Improved Melee System which will be posted as well at the bottom of this event page in a compiled list.  Weaponry within the mission will be restricted to Warhammer 40k/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the 40k universe. 

 

++SLOTTING++

(TAGS & REGS PRIORITIZED)

(RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS)

(FINAL SAY IS AT EVENT HOSTS DISCRETION)

 

ALPHA SQUAD:

  • Alpha Squad Lead (SL TAGS): @Jerichron
  • Alpha Squad Medic (MEDIC TAGS) @Phanos
  • Alpha Squad Team Leader (TL TAGS) OPEN
  • 1x Alpha Squad Specialist(on the day)
  • 2x Alpha Squad Guardsmen: (on the day)
  • Alpha Squad Team Leader (TL TAGS) OPEN
  • 1x Alpha Squad Marksman: (on the day)
  • 2x Alpha Squad Guardsmen: (on the day)

 

BRAVO SQUAD:

  • Bravo Squad Lead (SL TAGS): @Servok
  • Bravo Squad Medic (MEDIC TAGS) @LurkerOne
  • Bravo Squad Team Leader (TL TAGS) OPEN
  • 1x Bravo Squad Specialist: (on the day)
  • 2x Bravo Squad Guardsmen: (on the day)
  • Bravo Squad Team Leader (TL TAGS) OPEN
  • 1x Bravo Squad Marksman: (on the day)
  • 2x Bravo Squad Guardsmen: (on the day)

 

CHARLIE SQUAD:

  • Charlie Squad Lead (SL TAGS) @Whitelock [NO TAGS]
  • Charlie Squad Medic (MEDIC TAGS) OPEN
  • Charlie Squad Team Leader (TL TAGS) OPEN
  • 1x Charlie Squad Specialist: (on the day)
  • 2x Charlie Squad Guardsmen: (on the day)
  • Charlie Squad Team Leader (TL TAGS) OPEN
  • 1x Charlie Squad Marksman: (on the day)
  • 2x Charlie Squad Guardsmen: (on the day)

 

DELTA SQUAD:

  • Delta Squad Lead (SL TAGS) OPEN
  • Delta Squad Medic (MEDIC TAGS) OPEN
  • Delta Squad Team Leader (TL TAGS) OPEN
  • 1x Delta Squad Specialist: (on the day)
  • 2x Delta Squad Guardsmen: (on the day)
  • Delta Squad Team Leader (TL TAGS) OPEN
  • 1x Delta Squad Marksman: (on the day)
  • 2x Delta Squad Guardsmen: (on the day)

 

++RESTRICTIONS++

  1. Looting of enemies is prohibited.
  2. Mag size limit removed.
  3. Riflemen Limit for bandages is increased to 8x.
  4. Explosive Ammunition, Inferno Rounds, Amputator Shells, Expander Rounds or other non-standard ammunition may be taken only if explicit permission is given by the Event Owner.
  5. Only one Meltabomb may be taken by per squad.
  6. Riflemen are permitted to take only 2x FRAG and 2x KRAK Grenades, plus 2x M112 Demolition Blocks per person out of the spawn area.
  7. Squad Leads, Specialists and Marksmen are allowed to carry both a secondary and a melee weapon.
  8. Anti-Tank launchers are not allowed.
  9. Scopes are prohibited (Marksman exempt).
  10. Headgear is not enforceable by Squad Leads.
  11. Shields are prohibited.
  12. Long Range Radios are prohibited.
  13. Hopping to another squad's SR frequency is prohibited.
  14. No GPS.
  15. No BFT.
  16. No marking on side chat.

 

++NOTES++

  1. The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee.
  2. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability.
  3. The Imperial Conquest Mod Weaponry Muzzle attached bayonets do function as stated in note #3.
  4. Whilst the environment of the 40k setting may cause some to believe the mission to be less serious. Outright reckless actions that disrupt the mission flow/enjoyment for others will be treated as mission disruption and be punished accordingly.

 

++EQUIPMENT++ 

NoteFK Weaponry and equipment rules unless otherwise specified remain in effect for this mission.

Uniform:

  1. Cadian Fatigues (green).
  2. Cadian Fatigues w. Greaves (green) (Specialist only).

Vest:

  1. Light Flak Armor (grey).
  2. Flak Armor (grey).
  3. Flak Armor w. Bandolier (grey).
  4. Medicae Flak Armor (grey) (Medic only).

Helmet:

  1. Cadian Helmet (grey).
  2. Cadian Heavy Helmet (grey) (Specialist only).
  3. None.

Primary:

  1. [Imperium] M36 Kantrael Lasgun.
  2. [Imperium] Voss Pattern Lasgun.
  3. Longlas (Marksman only).
  4. Grenade Launcher (Specialist only).
    • Standard rounds for this weapon are Buckshot, Frag, Krak and Smoke.
  5. Meltagun (Specialist only).
  6. Flamer (Specialist only).
  7. Lucius Pattern Heavy Stubber (1 per squad at SL discretion, Guardsman only).

Secondary:

  1. Kantrael Pattern Laspistol (SL, Specialist, Marksman only).
  2. Kantrael MG Defender Laspistol (SL, Specialist, Marksman only).

Melee:

  1. Brass Knuckles.
  2. M3 Knife.
  3. Sapper Shovel.
  4. WW2 German Knife.
  5. WW2 Russian Knife.

General Equipment:

NVGs:

  1. Imperial Guard NVG.

Facewear:

  1. [Imperial] IG Headset.
  2. Balaclavas/Bandanas without glasses or goggles.

MISSION REQUIREMENTS: 

SERVER INFO :

  • Name: FK #4 Custom Mission Server
  • IP: arma4.fkservers.eu
  • Port: 2402
  • Password: On Request
  • Modset
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