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HALO - 1st MAIN - HARD LANDING

    

Sarissa
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HARD LANDING- OPERATION "BLIND FAITH"

FORERUNNER INSTALLATION 00 "THE ARK", OUTSIDE THE MILKY WAY

11th Marine Force Reconnaissance  - 11MFR

300px-UNSC_Logo.png

 ++MISSION BRIEFING++

"Just shoot me now, Sarge, and get it over with. Don't torture me with that crap first." - Corporal Locklear

 

(Orbital Telemetry Unavailable)

Mission Summary:

The Forward Unto Dawn made it dirtside and operations on the Forerunner Installation are ongoing.  Our current objective is to force a way through an energy shield barrier and secure a Control Room from the Covenant to prevent the Prophet of Truth from activating the other Halo rings across the galaxy.
Gamma Company were deployed in advance of the joint UNSC/Swords of Sangehlios assault against the barrier wall.

Unfortunately, our 3 Pelicans were hit by enemy AA while en-route and have been downed on a remote island complex approximately 6 clicks from the objective site. The Strike Group is advancing without our recon, and until we can find the covvie AA gun we can't risk an extraction. 

This island chain is pretty small and extremely isolated. SIGINT have no idea why the Covenant Loyalists have deployed ground forces here. There's a large number of Forerunner structures, but that seems to be the case everywhere we look. Commander Keyes wants us to investigate the island while we're stuck here and figure out what the enemy are doing.

++SLOTTING++

(TAGS & REGS PRIORITIZED)

(RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS)

(FINAL SAY IS AT EVENT HOSTS DISCRETION)

Slot Format: Role,(Tag Required, Rank Associated)

 

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PLTN COMMAND SQUAD:

  • PLTN Lead (PLTN TAGS ONLY, Officer) OPEN
  • PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) OPEN
  • PLTN Medic (MEDIC TAGS, Specialist) OPEN

ALPHA SQUAD:

  • Alpha Squad Lead (SL TAGS, Officer) OPEN
  • Alpha Radioman (TL TAGS, NCO) OPEN
  • Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN
  • 1x Alpha Squad Machine Gunner: (on the day)
  • 1x Alpha Squad Machine Gunner Assistant: (on the day)
  • Alpha Squad Team Leader (TL TAGS, NCO) OPEN
  • 4x Alpha Squad Rifleman: (on the day)

BRAVO SQUAD:

  • Bravo Squad Lead (SL TAGS, Officer) OPEN
  • Bravo Radioman (TL TAGS, NCO) OPEN
  • Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN
  • 1x Bravo Squad Machine Gunner: (on the day)
  • 1x Bravo Squad Machine Gunner Assistant: (on the day)
  • Bravo Squad Team Leader (TL TAGS, NCO) OPEN
  • 4x Bravo Squad Rifleman: (on the day)

CHARLIE SQUAD:

  • Charlie Squad Lead (SL TAGS, Officer) OPEN
  • Charlie Radioman (TL TAGS, NCO) OPEN
  • Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN
  • 1x Charlie Squad Machine Gunner: (on the day)
  • 1x Charlie Squad Machine Gunner Assistant: (on the day)
  • Charlie Squad Team Leader (TL TAGS, NCO) OPEN
  • 4x Charlie Squad Rifleman: (on the day)

 

++RESTRICTIONS++

  1. Only Weapons and equipment from the Operation Trebuchet and OpTre First Contact mods are permitted.
  2. Weapon list is in effect; see below.
  3. 1 MG Gunner can swap their Machine Gun for a handheld Grenade Launcher at the Squad Lead's discretion.
  4. PLTN can chose one of two types of uniform/equipment. This will either be the Hao Reach version of Marines or the Halo 3 version. See below for details & examples.
  5. Each squad may use the M41SSR Rocket Launcher. This is HAT but is permitted to be used like MAT.
  6. Magazine size limit is raised to 60 rounds (to accommodate the larger rifle/SMG magazines e.g. MA5B)
  7. EMP grenades can be taken for Underslung grenade launchers - limited to 3 per GL.
  8. Thermal scopes are permitted if operating as a DMR or Prophet element - usual magnification rules apply.
  9. 122mm throwable explosives are not permitted.
  10. Throwable explosives/incendiaries/Molotov's are limited to 1 per person.
  11. HUDs (from OPTRE) are permitted and encouraged.
  12. Explosive ammunitions is prohibited unless playing as a PROHPET element (separate or imbedded)
  13. UNSC Special Forces (ODSTs and Spartans) have the following rules:
    1. One MG per squad may be exchanged for the M247H Heavy MG
    2. Two primary weapons may be taken using Webknights 2 primaries mod.
    3. AT Operator may choose to use the Spartan Laser.
    4. Squad Marksman may take the SRS99 Sniper Rifle
  14. If playing as Colonial Police, riot shield primaries may be taken.

++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. OPTRE medical items (Biogel, Biofoam & Medigel) can be utilised and are encouraged to be used.
  4. 3rd person will be enabled to allow easier use of some vehicles with tricky FOV. There is no restriction around the use of 3rd person; but I'd encourage you to try not to "game" the mission by using it to exclusively peek corners etc

--NOTES--

++EQUIPMENT++ 

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

RIFLES/PRIMARIES - permitted for all riflemen:

  • BR55, BR45, M295, M392, M45, M7, MA32, MA37, MA3A, MA40, MA5B, VK78

SIDEARMS - permitted for all:

  • M6B, M6D, M6G, Knives

MGs:

  • M73, M247

Uniform: '31 Marine BDU
Vest: M52B
Helmets: CH255
Backpack: AN/PRC-527, USNC Backpack
Example:

--EQUIPMENT--

 

MISSION REQUIREMENTS: 

SERVER INFO : 

  • Name: FK #4 Custom Mission Server
  • IP: arma4.fkservers.eu
  • Port: 2402
  • Password: On Request
  • FK Halo v5 Modset

 

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