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main The Great Crusade (Stalingrad Pt. 2) (USSR) #18 [1st Main]
Jerichron posted an event in Mission Planner
until++MISSION BRIEFING++ “The hour of courage has struck on the clock …” Anna Akhmatova. Mission Summary: The Germans have taken control of the industrial district in the northwest of the city, and your platoon has been selected to retake this area. Past battles here have left the city in a state of ruin, with roads and alleyways choked by rubble and destroyed buildings. Maps are almost useless, and you’ll need to navigate street by street, expecting frequent detours through the shattered urban landscape. Prepare for close-quarters combat as you push through this devastated industrial zone. Objectives: 1. Push German forces out of this section of the City and secure the local HQ located in the occupied industrial area. Secure the 1st Line of German Defences leading towards the HQ. Secure the 2nd Line of German Defences leading towards the HQ. Secure the 3rd Line of German Defences leading towards the HQ. Secure the HQ in the industrial area. OBJ-1: Defensive Works and occupied buildings. Summary: The Tripwire defences setup by the Germans before their main defensive works. MG positions and a Trench network work between the buildings and kill zones have been setup. Expect hard and bloody fighting in close quarters. Armour has been seen in this area. OBJ-2: Defensive Works and occupied buildings. Summary: Located to the northwest of the first objective German defences continue with extensive trenches and fortified buildings guarding the approach with MG positions and AT positions OBJ-3: Defensive Works and occupied buildings. Summary: Located to the west of the second objective German defences continue with additional trench and fortified buildings guarding the approach. Armour has been seen in this area as well as MG positions and AT positions OBJ-4: German Fortified HQ Industrial . Summary: The German HQ in the area is situated in a bombed out industrial zone and is a centre of military organization in this area of the city. Securing it will disrupt German operations in this Zone and will give us some breathing room. The HQ is heavily fortified and expect heavy fighting up to and inside the district with MG emplacements located on the approaches and the interior broken up and segmented into kill zones. Armour and AT emplacements have been seen in the area. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered by the logistics Element. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RRR Delivered by the logistics Element. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic (PLTN 2ic/FAC TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Alpha Light Machine Gunner: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Bravo Light Machine Gunner: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 2x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Charlie Light Machine Gunner: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 2x Charlie Squad Rifleman: (on the day) DELTA SQUAD Assault Engineers: Delta Squad Lead (SL TAGS, Officer) @AntiMatter [Reg+] Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Light Machine Gunner: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 2x Delta Squad Rifleman: (on the day) T-34-85 (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @LurkerOne [Reg+] KNGT Gunner (KNGT Gunner Tags, Specialist) @colt92 KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment listed within the equipment list may be taken within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen and PLTN Actual are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons without Zeus permission is prohibited. This does not apply to launchers. Rifle Grenades are permitted to be taken by two members of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For Soviet Troops allowed up to 71Rnd Drum magazines. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Squads to assist with the issues of squad organization in urban operations are limited to 6x soldiers each. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads, Team Leads: FAC, RTO: Medics: Machine Gunner: Riflemen: Assault Engineer: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link (Spearhead 1944 or Compatibility Patch Required) Size: 60GB. -
main The Great Crusade (Stalingrad Pt. 1) (USSR) #17 [1st Main]
Jerichron posted an event in Mission Planner
until++MISSION BRIEFING++ “The hour of courage has struck on the clock …” Anna Akhmatova. Mission Summary: The Germans in their eastwards advance have been halted. General Auchinleck's strategy of delaying the Afrika Corps and its Italian allies by establishing an effective line of defence at El Alamein was successful and now under the new command of Bernard Montgomery we are poised to drive the Germans and Italians back to the West. XXX Corps and XXIII Corps will attack to the North and south of the line and drive the Germans from our occupied defensive positions and drive them back to the Miteirya Ridge. Objectives: 1. Push German forces out of this section of the City and secure the local HQ located in a fortified Hotel. Secure the 1st Line of German Defences leading towards the HQ. Secure the 2nd Line of German Defences leading towards the HQ. Secure the HQ. OBJ-1: Defensive Works and occupied buildings. Summary: The Tripwire defences setup by the Germans before their main defensive works. MG positions and a Trench network work between the buildings and kill zones have been setup. Expect hard and bloody fighting in close quarters. OBJ-2: Defensive Works and occupied buildings. Summary: Located to the northeast of the first objective German defences continue with additional trench and fortified buildings guarding the approach. Armour has been seen in this area as well as MG positions and AT positions OBJ-3: German Fortified HQ. Summary: The German HQ in the area converted from a Hotel into a centre of military organization in this area of the city. Securing it will disrupt German operations in this Zone and will give us some breathing room. The HQ is heavily fortified and expect heavy fighting up to and inside the structure with MG emplacements located on the approaches and the interior broken up and segmented into kill zones. Armour and AT emplacements have been seen in the area. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered by the logistics Element. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RRR Delivered by the logistics Element. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic (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 Light Machine Gunner: (on the day) 1x Alpha Light Machine Gunner: (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 Light Machine Gunner: (on the day) 1x Bravo Light Machine Gunner: (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 Light Machine Gunner: (on the day) 1x Charlie Light Machine Gunner: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 4x Charlie Squad Rifleman: (on the day) DELTA SQUAD Assault Engineers: Delta Squad Lead (SL TAGS, Officer) @Legendo Delta Radioman (TL TAGS, NCO) @Deltabacon [Reg+] Delta Squad Medic (MEDIC TAGS, Specialist) @Melo 1x Delta Light Machine Gunner: (on the day) 1x Delta Light Machine Gunner: (on the day) Delta Squad Team Leader (TL TAGS, NCO) @AntiMatter [Reg+] 4x Delta Squad Rifleman: (on the day) T-34-85 (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @colt92 KNGT Gunner (KNGT Gunner Tags, Specialist) @TheSalader KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment listed within the equipment list may be taken within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen and PLTN Actual are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons without Zeus permission is prohibited. This does not apply to launchers. Rifle Grenades are permitted to be taken by two members of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For Soviet Troops allowed up to 71Rnd Drum magazines. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Combat Engineers may swap one Light Machine Gunner for a flamethrower if desired. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads, Team Leads: FAC, RTO: Medics: Machine Gunner: Riflemen: Assault Engineer: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link (Spearhead 1944 or Compatibility Patch Required) Size: 60GB. -
main The Great Crusade (El-Alamein Pt. 2) (UK) #16 [1st Main]
Jerichron posted an event in Mission Planner
until++MISSION BRIEFING++ “The Australian troops are fighting magnificently and their training is far superior to ours.” Field Marshal Erwin Rommel. Mission Summary: The Germans in their eastwards advance have been halted. General Auchinleck's strategy of delaying the Afrika Corps and its Italian allies by establishing an effective line of defence at El Alamein was successful and now under the new command of Bernard Montgomery we are poised to drive the Germans and Italians back to the West. XXX Corps and XXIII Corps will attack to the North and south of the line and drive the Germans from our occupied defensive positions and drive them back to the Miteirya Ridge. Objectives: 1. Repulse German Afrika Corps elements from the Town of El-Alamein Counterattack and recapture the Main Defensive entrenchments. Retake the Support Trenches directly outside of El Alamein and push German forces towards the main Defensive Box. Retake the Patrol Trenches North of the Main Defensive Box and engage German defensive positions. Retake the Main Defensive Box and push the Afrika Corps back towards the Miteinya Ridge. Secure Miteinya Ridge and send the Afrika Corps into a retreat from El Alamein. OBJ-1: Support Trenches. Summary: The Support Trenches were the last defensive entrenchment lost before the Germans and Italians were halted outside of El Alamein. Recon from the Town has shown the Germans have entrenched their Panzers and have placed Anti Tank Guns in our Anti Air emplacements. Directly attacking these should be done with preparation as the German 88 Flak Gun has proved deadly to our Tanks in the past. OBJ-2: Patrol Trenches. Summary: The Patrol Trenches also taken during the German/Italian Assault have been reinforced with entrenched Panzers and Anti Tank guns. These fortifications include our original trenches and some rudimentary dugouts stretching to the East. OBJ-3: Main Defensive Box. Summary: The Main Defensive Box was the first defensive position lost during the German/Italian assault and was one of our most formidable defences in the area. The Germans have further reinforced it in the time they have had with additional dugouts additional Anti Tank guns and a contingent of Armour is guarding the Area. OBJ-4: Miteinya Ridge. Summary: The Mieinya Ridge is the point from which the Germans and Italians launched their assault on El Alamein and where they will withdraw if the other defensive positions are lost. The Ridge sits above the Wadi leading up to it and it posseses strong fortifications atop and at the base of the ridge. These include Anti Tank positions and a significant contingent of Panzers. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered by the logistics Element. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RRR Delivered by the logistics Element. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @Silberjojo PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) @Deltabacon [Reg+] PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @Veagance 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) @ZeFlyingDutchman [Reg+] Bravo Radioman (TL TAGS, NCO) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) @Malbryn [Reg+] 1x Bravo Squad Machine Gunner: (on the day) 1x Bravo Squad Machine Gunner Assistant: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) @Eaglestrike [Reg+] 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) DELTA SQUAD: Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 4x Delta Squad Rifleman: (on the day) P-40 KittyHawk (RPTR 1-1): RPTR Pilot/Lead (Fixed Wing Tags, Officer) @AntiMatter P-40 KittyHawk (RPTR 1-2): RPTR Pilot/Lead (Fixed Wing Tags, Officer) @AngryScottishMan M4 Sherman (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) @info KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN M4 Sherman (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) @Muhcreedy KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN M4 Sherman (KNGT 1-3): KNGT Commander (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) OPEN KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment listed within the equipment list may be taken within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen and PLTN Actual are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons without Zeus permission is prohibited. This does not apply to launchers. Rifle Grenades are permitted to be taken by two members of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For British Troops in North Africa are allowed up to 50Rnd Drum magazines. The MachineGunner in each squad takes the Bren Gun. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: Riflemen: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link (Spearhead 1944 or Compatibility Patch Required) Size: 60GB. -
until++MISSION BRIEFING++ Yesterday our legion entered the village of Crow's Bridge and halted there for the night. We are just four days march from the besieged city of Madrigal now, and with a little luck should arrive there in time to prevent its capture by the enemy. Shiver, one of the Fallen Lords, has been attacking the city for two days, but so far has been held back by its defenders. We all know the battle for Madrigal will decide the fate of all the Northern lands, and that if it falls we will soon have nowhere to retreat but the ocean. Fearing for their safety, the villagers here pleaded with us to remain when we broke camp this morning. None of them understand yet what is happening, but they have all seen the refugees from the south, and they are frightened. Our officers seemed unsympathetic until the people returned with nine young pigs and ten dozen loaves of bread. Fifteen of us are to stay now, perhaps to fight boredom instead of the Fallen Lords, and watch the bridge here for two days... Soldier of the Legion Journal Entry, Wednesday August 3, Crow's Bridge Objectives: 1. Keep the peace in Town of Crows Bridge disruption and local unrest. Resolve disputes from the local citizenry and keep the peace. Investigate the Apple Orchard to the southeast where there has been reports of a disturbance. OBJ-1: Crow's Bridge. Summary: The populace of Crow's Bridge has enlisted a passing detachment of The Legion, en route to Madrigal, to provide protection for two days and investigate a disturbance at the nearby apple orchard. Although The Dark has not reached this area, the disturbance is suspected to be merely bandits, posing no significant danger to the town. Nonetheless, to boost the morale of the local peasantry, your detachment will remain behind while the main force continues onwards. You are tasked with maintaining peace in Crow’s Bridge and investigating the orchard before rejoining the main force at Otter Ferry. Mission Notes: CIVILIANS: Civilians will be present within the Area of Operations. RRR: Available at Legion Camps in the Valley. ASSET RRR: NA. RESPAWNS: Zeus Discretion will aim for 5x minutes between death and respawn to ensure large reinforcement waves and per the theme. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Bungie Series Myth: The Fallen Lords The mission will be making use of the Arma 3 mods IFA3 AIO, The Empires of Old, Operation Spearhead 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 Those from Empires of Old 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 and warfare in the 15th to 16th Century. ++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) CoZeus: OPEN CoZeus: OPEN CPNY COMMAND SQUAD: CPNY Captain (PLTN TAGS ONLY, Officer) OPEN CPNY Standard Bearer/2ic (PLTN 2ic/FAC TAGS, Officer) @AntiMatter [Reg+] CPNY Doctor (MEDIC TAGS, Specialist) OPEN CPNY Doctor (MEDIC TAGS, Specialist) OPEN CPNY Doctor (MEDIC TAGS, Specialist) OPEN CPNY Doctor (MEDIC TAGS, Specialist) OPEN ABBOTT SQUAD MELEE: Abbott Squad Sergeant (SL TAGS, Officer) OPEN Abbott Squad Corporal (TL TAGS, NCO) OPEN 8x Abbott Squad Trooper: (on the day) BASILISK SQUAD MELEE: Delta Squad Sergeant (SL TAGS, Officer) OPEN Delta Squad Corporal (TL TAGS, NCO) OPEN 4x Delta Squad Rifleman: (on the day) CHIMERA SQUAD RANGED: Chimera Squad Sergeant (SL TAGS, Officer) OPEN Chimera Squad Corporal (TL TAGS, NCO) OPEN 8x Chimera Squad Handgunner: (on the day) DRAGON SQUAD RANGED: Dragon Squad Sergeant (SL TAGS, Officer) OPEN Dragon Squad Corporal (TL TAGS, NCO) OPEN 8x Dragon Squad Handgunner: (on the day) --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment listed within the equipment list may be taken within the mission. Short Range Radios are prohibited mages and CPNY Captain are exempt. Long Range Radios are prohibited. Night vision equipment is prohibited. Melee Squad Sergeants pick which loadout their squad will take from in the equipment section between Swordsmen and Halberdiers. Depending on preference Corporals and Sergeants may keep original equipment or switch to their squad choice. Players using two handed melee weapons or with the flintlock ability may not take shields. BFT and GPS systems will be disabled/prohibited. Players are allowed to carry two grenades. Looting of enemy primary weapons is without Zeus permission is prohibited. Only PLTHQ, Squad Leads and Team Leads are permitted whistles, Bugles, Fox horns, and signalling equipment. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Potentially sensitive material may be shown in mission associated with the time period and setting depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. CPNY Captain: CPNY Standard Bearer: Squad Sergeants: Squad Corporal Melee: Squad Corporal Ranged: Doctors: Swordsmen: Halberdiers: Handgunners: Hearth Guard: Warlock: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link (Spearhead 1944 or Compatibility Patch Required) Size: 50GB.
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until++MISSION BRIEFING++ "Therefore I say yes, I am a collaborator. We must all collaborate, willingly, eagerly, if we expect to reap the benefits of unification...And reap we shall." —Dr. Wallace Breen - Interim Administrator of Earth - Unknown Date. Objectives: Overwatch Transhuman Arm, Civil Protection, Elite. 1. Secure City 18. Eliminate Resistance Activity centres in City 18. Sweep and Secure Urban and Industrial Zones. Respond to directives from Overwatch Control. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: OPEN CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD (Elite) PLTN OTA-CmD (Platoon Lead) (PLTN TAGS ONLY, Officer) @Melo [Reg+] PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Overwatch) Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad APF (Squad Config #1) (on the day) Alpha Squad WallHammer (Squad Config #2) (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD (Civil Protection) Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) Azulares [Unqualified Minds] Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad APF (Squad Config #1) (on the day) Bravo Squad WallHammer (Squad Config #2) (on the day) 3x Bravo Squad Rifleman: (on the day) DELTA SQUAD (ELITE) Delta Squad Lead (SL TAGS, Officer) @Mingy [Reg+] Delta Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Squad Team Leader (TL TAGS, NCO) @Veagance Delta Squad APF (Squad Config #1) (on the day) Delta Squad WallHammer (Squad Config #2) (on the day) 3x Delta Squad Rifleman: (on the day) Overwatch Assassin Team (PRHT) PRHT Spotter (PRHT Spotter Tags, Officer) OPEN PRHT Sniper (PRHT Sniper Tags, Officer) @AntiMatter --SLOTTING-- (OTA, Elite, CP, Resistance) ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Only one Molotov cocktail may be carried by individual riflemen at any given time. OTA may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. CP may take 4x armor plates from the Our Benefactors mod for replenishing armor during mission. Elite may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. All players may take 2x Stim Packs from the Our Benefactors mod for replenishing health during mission. Resistance may take 4x Combine Batteries or Armor plates from the Our Benefactors mod for replenishing health during mission. AR-2s and SMG 4.6mms are to be treated as Grenade Launchers only if ammunition for the under slung attachment is taken. Those allowed to take under slung ammunition is designated by SLs as in standard FK Missions (Elite squads are Exempt from this Rule). --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. Keybinds for Half Life: Our Benefactors and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> Our Benefactors && Webknights's Melee. Delta (Elite) Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads. Resistance should create two loadouts for the mission one to blend in with the civilian populace and one to switch to in the event of fighting breaking out. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Tags after each piece of equipment indicate which class of soldier may take each item. (CP - Civil Protection Units, OTA- Overwatch Transhuman Arm, Elite and Resistance). PLTN Lead: Squad Leads (CP, OTA, Elite) FAC, RTO, Team Leads (CP, OTA, Elite) Medics (CP, OTA, Elite) Riflemen (CP, OTA, Elite) APF: WallHammer: Assassin: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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until++MISSION BRIEFING++ Overwatch acknowledges critical exogen breach. Airwatch augmentation force dispatched and inbound. Hold for reinforcement... Objectives: Overwatch Transhuman Arm. 1. Secure Logistical Infrastructure of Relay Station 1. Defend Relay Station 5 against Antlion attack. Reactivate perimeter restrictors. Locate and eliminate Antlion Nests. Investigate possible resistance involvement. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: OPEN CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: (Elite) PLTN OTA-CmD (Platoon Lead) (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Overwatch) Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) Azulares [Unqualified Minds] Alpha Squad Team Leader (TL TAGS, NCO) @Phenosi [Unqualified Minds] Alpha Squad APF (Squad Config #1) (on the day) Alpha Squad WallHammer (Squad Config #2) (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD (Overwatch) Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) ShaphiraPanda [Unqualified Minds] Bravo Squad APF (Squad Config #1) (on the day) Bravo Squad WallHammer (Squad Config #2) (on the day) 3x Bravo Squad Rifleman: (on the day) DELTA SQUAD (ELITE) Delta Squad Lead (SL TAGS, Officer) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Squad Team Leader (TL TAGS, NCO) OPEN Delta Squad APF (Squad Config #1) (on the day) Delta Squad WallHammer (Squad Config #2) (on the day) 3x Delta Squad Rifleman: (on the day) Strider (KNGT 1-1): KNGT Strider/Lead (KNGT Commander Tags, Officer) @colt92 --SLOTTING-- (OTA, Elite, CP, Resistance) ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Only one Molotov cocktail may be carried by individual riflemen at any given time. OTA may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. CP may take 4x armor plates from the Our Benefactors mod for replenishing armor during mission. Elite may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. All players may take 2x Stim Packs from the Our Benefactors mod for replenishing health during mission. Resistance may take 4x Combine Batteries or Armor plates from the Our Benefactors mod for replenishing health during mission. AR-2s and SMG 4.6mms are to be treated as Grenade Launchers and issued to in the same manner by SLs as in standard FK Missions (Elite squads are Exempt from this Rule). --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. Keybinds for Half Life: Our Benefactors and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> Our Benefactors && Webknights's Melee. Delta (Elite) Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads. Resistance should create two loadouts for the mission one to blend in with the civilian populace and one to switch to in the event of fighting breaking out. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Tags after each piece of equipment indicate which class of soldier may take each item. (CP - Civil Protection Units, OTA- Overwatch Transhuman Arm, Elite and Resistance). PLTN Lead: Squad Leads (CP, OTA, Elite): FAC, RTO, Team Leads: Medics: Riflemen: APF: WallHammer: Assassin: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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until++MISSION BRIEFING++ "Instinct is inextricably bound to unreasoning impulses, and today we clearly see its true nature. Instinct has just become aware of its irrelevance, and like a cornered beast, it will not go down without a bloody fight.." —Dr. Wallace Breen - Interim Administrator of Earth - Unknown Date. Overwatch acknowledges critical exogen breach. Airwatch augmentation force dispatched and inbound. Hold for reinforcement... Objectives: Overwatch Transhuman Arm. 1. Secure Logistical Infrastructure of Relay Station 1. Eliminate Zen Infestation in Port Area. Eliminate Head Crab Infestation in Residential Area. Investigate damage to rail infrastructure. Investigate possible resistance involvement. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: OPEN CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN OTA-CmD (Platoon Lead) (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Overwatch): Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad APF (Squad Config #1) (on the day) Alpha Squad WallHammer (Squad Config #2) (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD (Overwatch) Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad APF (Squad Config #1) (on the day) Bravo Squad WallHammer (Squad Config #2) (on the day) 3x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD (Overwatch) Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad APF (Squad Config #1) (on the day) Charlie Squad WallHammer (Squad Config #2) (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD (SENTINEL ELITE) Delta Squad Lead (SL TAGS, Officer) LOCKED Delta Squad Medic (MEDIC TAGS, Specialist) LOCKED Delta Squad Team Leader (TL TAGS, NCO) LOCKED Delta Squad APF (Squad Config #1) LOCKED Delta Squad WallHammer (Squad Config #2) LOCKED 3x Delta Squad Rifleman: LOCKED Overwatch Hunter Team (KNGT): KNGT Hunter/Lead (KNGT Commander Tags, Officer) OPEN KNGT Hunter (Reg+, Officer) @TheSalader --SLOTTING-- (OTA, Elite, CP, Resistance) ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Only one Molotov cocktail may be carried by individual riflemen at any given time. OTA may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. CP may take 4x armor plates from the Our Benefactors mod for replenishing armor during mission. Elite may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. All players may take 2x Stim Packs from the Our Benefactors mod for replenishing health during mission. Resistance may take 4x Combine Batteries or Armor plates from the Our Benefactors mod for replenishing health during mission. AR-2s and SMG 4.6mms are to be treated as Grenade Launchers and issued to in the same manner by SLs as in standard FK Missions (Elite squads are Exempt from this Rule). --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. Keybinds for Half Life: Our Benefactors and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> Our Benefactors && Webknights's Melee. Delta (Elite) Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads. Resistance should create two loadouts for the mission one to blend in with the civilian populace and one to switch to in the event of fighting breaking out. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Tags after each piece of equipment indicate which class of soldier may take each item. (CP - Civil Protection Units, OTA- Overwatch Transhuman Arm, Elite and Resistance). PLTN Lead: Squad Leads (CP, OTA, Elite): FAC, RTO, Team Leads: Medics: Riflemen: APF: WallHammer: Assassin: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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until++MISSION BRIEFING++ "Therefore I say yes, I am a collaborator. We must all collaborate, willingly, eagerly, if we expect to reap the benefits of unification...And reap we shall." —Dr. Wallace Breen - Interim Administrator of Earth - Unknown Date. "Attention ground units. Civil Unrest Detected in local community. Code: Isolate, excise, cauterize. Civil Protection: Deploy containment teams. Reinforcement squads: Administer immediate response. Non-compliant elements: Neutralize. Report deviations to Overwatch Command. Stabilization team: Maintain community health. Compliance ensures stability... Objectives: Overwatch Transhuman Arm, Civil Protection. 1. Defend Logistical Infrastructure of City 16. Respond to civil disturbances in the City and Industrial Sectors. Prevent Acts of sabotage against the Port and Industrial Areas Infrastructure Particularly the Trains in the Industrial Zone and the Loading Equipment in the port. If Resistance members appear within the City neutralize by lethal force or apprehend. Resistance. 1. Undermine the Combine Operations and Infrastructure of City 16. Create civil disturbances in the City and Industrial Sectors to stretch Combine resources and create Gaps to access the Industrial or Port Sectors. Commit Acts of sabotage against the Port and Industrial Areas Infrastructure Particularly the Trains in the Industrial Zone and the Loading Equipment in the port. Avoid Elimination or apprehension by elements of Civil Protection or the Overwatch Transhuman Arm and escape the city. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: OPEN CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN OTA-CmD (Platoon Lead) (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Civil Protection): Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad APF (Squad Config #1) (on the day) Alpha Squad WallHammer (Squad Config #2) (on the day) 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD (Overwatch): Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad APF (Squad Config #1) (on the day) Bravo Squad WallHammer (Squad Config #2) (on the day) 2x Bravo Squad Rifleman: (on the day) Infiltration Group Alpha (Resistance): Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Alpha Squad Rifleman: (on the day) Infiltration Group Beta (Resistance): Beta Squad Lead (SL TAGS, Officer) @Mingy [Reg+] Beta Squad Medic (MEDIC TAGS, Specialist) @Life010 1x Beta Squad Rifleman: (on the day) Infiltration Group Gamma (Resistance): Gamma Squad Lead (SL TAGS, Officer) OPEN Gamma Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Gamma Squad Rifleman: (on the day) --SLOTTING-- (OTA, Elite, CP, Resistance) ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Only one Molotov cocktail may be carried by individual riflemen at any given time. OTA may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. CP may take 4x armor plates from the Our Benefactors mod for replenishing armor during mission. Elite may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. All players may take 2x Stim Packs from the Our Benefactors mod for replenishing health during mission. Resistance may take 4x Combine Batteries or Armor plates from the Our Benefactors mod for replenishing health during mission. AR-2s and SMG 4.6mms are to be treated as Grenade Launchers and issued to in the same manner by SLs as in standard FK Missions (Elite squads are Exempt from this Rule). --RESTRICTIONS-- ++EVENT SPECIFIC RULES/NOTES++ CP, OTA, Elite: Civilians or Resistance members found outside the City Walls may be killed on sight. Only Civilians wearing workers jumpsuits are permitted in the Industrial Zone. You are permitted to search civilians if they are passing through a Designated Checkpoint on the map. You may kill civilians on sight if they are seen with weaponry. You may stop and search civilians that are seen near civil disturbances such as explosions gunfire or inside a area designated by Zeus. You may stop and search civilians that are seen wearing non standard civilian clothing (Military Vests, Helmets, Uniforms). If a civilian is concealing military equipment on their person they may be detained and sent to the Collection point designated on the map if the civilian resists they should be immediately killed. Combine units will make use of 69 Long Range Channel. Resistance: There is surveillance throughout the entirety of the city killing Combine personnel will cause a report to be made by Overwatch with the location for QRF. Plan distractions send Combine units one way via a civil disturbance then act. There will be marked arsenals scattered through the city for you to access to get kitted out before engaging or to change into civilian garb to evade detection. These will not be present in the port area or Industrial Zone. There will be Zen Life forms and Zombies outside the city for you to lure towards checkpoints for distraction or to fight through to reach another entrance. There will be locations provided via Zeus throughout the city for acquiring special equipment, disguises or events that the Combine units will need to respond to. Resistance units will make use of 67 Long Range Channel. --EVENT SPECIFIC RULES/NOTES-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. Keybinds for Half Life: Our Benefactors and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> Our Benefactors && Webknights's Melee. Delta (Elite) Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads. Resistance should create two loadouts for the mission one to blend in with the civilian populace and one to switch to in the event of fighting breaking out. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Tags after each piece of equipment indicate which class of soldier may take each item. (CP - Civil Protection Units, OTA- Overwatch Transhuman Arm, Elite and Resistance). PLTN Lead: Squad Leads (CP, OTA, Elite): FAC, RTO, Team Leads: Medics: Riflemen: APF: WallHammer: Assassin: Resistance: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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until++MISSION BRIEFING++ You see the light of long dead stars. Your existence is nothing but an echo of a dying god's screams. The unseen converges. Surrounds you. And it tightens like a noose.... ―Unknown, Last OSS transmission from the Vinjesvingen Area. Mission Summary: The Liberation of Norway is complete. On May 8th, German forces capitulated and Norway was subsequently returned to its original government. However, the area of Vinjesvingen remains a notable exception. For unspecified reasons, SS units of the Obskurakorps present in the area have either not received the surrender order or have refused to lay down their arms. They have entrenched themselves in a valley centered on a dig site located in the highlands. OSS agents implanted at the dig site have had intermittent communications with us and have reported that it is imperative to stop the Germans' activities. Communications were cut off shortly after this warning. Your unit is ordered to proceed to the dig site, neutralize or disarm the remaining German SS elements, and take control of the dig site. Objectives: 1. Secure the German dig site and locate the OSS Agent. Secure the German Dig site and quarantine the area. Locate OSS Agent and obtain intel on the German excavation operation. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered with each reinforcement wave. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion. SPECIAL CRITERIA: - There will be no Infantry RRR for this mission resupply should be scavenged from enemy combatants. - KNGT will for large portions of the mission be dismounted and will act as a standard Infantry Squad. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: @colt92 CoZeus: @TheSalader CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @KingShibe PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @ZeFlyingDutchman [Reg+] 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 1x Alpha Squad AutoRifleman: (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) @Melo [Reg+] Bravo Radioman (TL TAGS, NCO) @Sheltz95 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) @TheFantasticFlyingTaco 1x Bravo Squad AutoRifleman: (on the day) 3x 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 1x Charlie Squad AutoRifleman: (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD: Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad AutoRifleman: (on the day) 3x Delta Squad Rifleman: (on the day) M4 Sherman (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @LurkerOne [Reg+] KNGT Gunner (KNGT Gunner Tags, Specialist) @SGz_Eliminated KNGT Loader (KNGT Gunner Tags, Specialist) @Mingy KNGT Driver (KNGT Driver Tags, Specialist) OPEN M4 Sherman (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) @Bashfulvideos [Reg+] KNGT Gunner (KNGT Gunner Tags, Specialist) @Phanos KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and Operation Spearhead mods may be used within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For Americans are limited to 30Rnd Stick magazines. The AutoRifleman in each squad takes the Browning M1918A2 or BAR. The MachineGunner in each squad takes the Browning M1919A4/A6 or 30. cal. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: AutoRifleman: Riflemen: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link Size: 43GB.
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until++MISSION BRIEFING++ "As the Clone Wars progressed, more and more ground-based legions found themselves pressed into space combat, including the fighting forces of the 501st. For months, every hour of our downtime was spent in the simulator, preparing for the time we would face our enemies from the cockpit of a 170. Finally the day came to earn our wings..." 501st Soldiers Journal. A Separatist Fleet is reinforcing Mygeeto!. The ongoing ground battle on the planet's surface has been disrupted by the arrival of new troops from the arriving Separatist Fleet, placing our position in this area in jeopardy. Your Task Force is assigned the goal of eliminating this fleet as it is stationed over this area of the Mygeetan City, unloading its deadly cargo. Engage the Separatist ships while they are in low atmosphere and occupied with covering their troops on the ground. All enemy ships must be eliminated if we hope to retain control of this region of the planet. FOR THE REPUBLIC! Destroy the Separatist Fleet reinforcing the planet. Engage and Destroy every Separatist Ship and transport attempting planetfall in this area or in the process of unloading troops. Destroy Separatist Ground Elements in the Area and bases established for Anti Air. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, Improved Melee System and others 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be changed to accommodate the theme. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD (LAAT): PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) OPEN LAAT Gunner (Reg+) OPEN LAAT Gunner (Reg+) OPEN Red Squadron (Arc-170) (RPTR 1-1): RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) @Melo RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @TacticalPanda RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Yung_Cider Blue Squadron (Y-Wing) (RPTR 1-2): Y-Wing Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) @info Y-Wing Gunner (Reg+) @Mingy Y-Wing Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @LongLiveQuebec Y-Wing Gunner (Reg+) @Winters Y-Wing Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Silberjojo Y-Wing Gunner (Reg+) @riccardi48 Green Squadron (LAAT) (RPTR 1-3): LAAT Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN LAAT Gunner (Reg+) OPEN LAAT Gunner (Reg+) OPEN RPTR LAAT Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN LAAT Gunner (Reg+) OPEN LAAT Gunner (Reg+) OPEN Gold Squadron (Z-95 Headhunter) (RPTR 1-4): RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) @AntiMatter RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @andyt90 RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @TheSalader --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . JLTS - . Standard Scope Limit raised to 5x times magnification. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time. Star Wars Medical items aside from those mentioned in rules 8# and 9# may not be taken. RPTR: Flight Characteristics and Gameplay have been drastically changed from standard by WebKnights Avionics. Arc-170 Spacecraft are not permitted to take standard pylon weaponry aside from those provided in WebKnights Avionics. STDM Missiles should be taken for Arc-170s. Y-Wing Aircraft are not permitted to take Air to Air Guided Munitions aside from those provided by WebKnights Avionics. Bombs and unguided-Guided Air-Ground munitions are permitted. QAAM Missiles should be taken for Y-Wing. LAAT Gunships are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Unguided munitions from non WebKnights Avionics are permitted. QAAM Missiles should be taken for LAAT. These rules are intended to take advantage of the changes to AI and spirit of dog-fighting encouraged by WebKnights Avionics. If there are perceived issues with the changes listed above please take it up with the event host. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. WBK Avionics can be configured by esc > options > controls > configure addons > WBK Avionics. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission. RPTR G-forces have been disabled for these missions and G-force reducing uniforms/equipment should not be a consideration in setup time. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. RPTR: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset 30 GB.
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main The Great Crusade (El-Alamein Pt. 1) (UK) #15 [1st Main]
Jerichron posted an event in Mission Planner
until++MISSION BRIEFING++ “The Australian troops are fighting magnificently and their training is far superior to ours.” Field Marshal Erwin Rommel. Mission Summary: Tobruk has fallen. Following the defeat of the Eighth Army in the Battle of Gazala, the retreat eastwards toward the Egyptian border left Tobruk isolated and subsequently captured. In response, General Auchinleck has adopted a strategy of delaying the Afrikacorps and its Italian allies by establishing an effective line of defense at El Alamein. The Qattara Depression effectively prevents Axis armor from maneuvering around the southern flank of our defenses, forcing German and Italian armor to confront our anti-tank positions head-on. Our role in this operation is to maintain defensive positions to the southwest of El Alamein and within the city itself, resisting German and Italian mechanized and airborne elements until relieved by Allied forces or until retreat from the town becomes inevitable. Objectives: 1. Defend the City of Town of El-Alamein from German Counterattack and capture. Defend against German attacks utilizing defensive positions located at the main Defensive Box to hold off the main German/Italian Advance. Defend the Town from defensive positions towards the south west of the Town and delay German/Italian entry to the town. This is the final line of defence before the town and the only means remaining before retreat will be needed. If Afrika Corps and Italian Army Elements reach the town retreat will be essential to preserve the Army from total destruction. Defend the Town and provide time for 8th Army Elements to evacuate essential equipment. OBJ-1: Main Defensive Box. Summary: The main Defensive Box occupies elevated terrain, providing a commanding view of the desert used by advancing German and Italian columns. To progress toward El Alamein itself, this strategic position must be seized by German/Italian forces to breach our first line of defence and reach the second line. Your mission is to hold the Defensive Box for as long as possible. The line has been reinforced with significant anti-air and anti-armour emplacements to give you a fighting chance against German and Italian advances. OBJ-2: Support Trenches. Summary: The Support Trenches serve as a second line of defence and supply point for the first defensive line. If it falls, the final line of defence will be El Alamein itself, fortifications have been established to the west of the town, creating a robust line of defense against advancing German and Italian forces. Anti-tank and anti-air emplacements are available to help repel attackers. OBJ-3: El Alamein. Summary: As a major Allied supply port, the port of Tobruk serves as a bulwark in itself. If fighting reaches this area, your mission is to hold off German and Italian advances for as long as possible. However, if it becomes apparent that defeat is inevitable and rescue or escape is impossible, surrender is preferable to the complete destruction of the Allied garrison. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered by the logistics Element. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RRR Delivered by the logistics Element. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: @UNREALARCLITE CoZeus: OPEN 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) @InZane 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) @Servok 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) @Rabit Salvokelk Charlie Radioman (TL TAGS, NCO) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) @Sp4ceBunny [Reg+] 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) DELTA SQUAD: Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 4x Delta Squad Rifleman: (on the day) --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment listed within the equipment list may be taken within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen and PLTN Actual are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons is without Zeus permission is prohibited. Rifle Grenades are permitted to be taken by two members of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For British Troops in North Africa are allowed up to 50Rnd Drum magazines. The MachineGunner in each squad takes the Bren Gun. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: Riflemen: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link Size: 58GB. -
until++MISSION BRIEFING++ "I ask you, what greater endeavor exists than that of collaboration?" —Dr. Wallace Breen - Interim Administrator of Earth - Unknown Date. Our cell has been compromised. CP units have raided the block, and Overwatch has been reported to be active in the area. We need to try to make an escape to the north. However, we have only been able to gather basic supplies and munitions before leaving the safehouse. To our north is the City 18 Quarantine Zone, and to the south is the Tower, the main CP, and the Overwatch presence in the city. To the west is open ground, and the last party we sent did not come back. Nevertheless, we need to try one of these options to reach Black Mesa North-West and link up with the rest of the Underground. Radio communications have been spotty as well, so this may turn into every man for themselves. Just try to stick together, and maybe, just maybe, some of us will make it out. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: @LurkerOne CoZeus: PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @Melo [Reg+] PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @Veagance Alpha Squad Medic (MEDIC TAGS, Specialist) @L00_Cyph3r Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) DELTA SQUAD (Wasteland Patrol): Delta Squad Lead (SL TAGS, Officer) @Monocled Badger Delta Squad Medic (MEDIC TAGS, Specialist) @colt92 Delta Squad Team Leader (TL TAGS, NCO) @Mingy [Reg+] Delta Squad Autorifleman : (on the day) 2x Delta Squad Rifleman: (on the day) Delta Squad Team Leader (TL TAGS, NCO) @Eaglestrike [Reg+] Delta Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions. Mag Limit for deployment is 1+2 for primary weapons and 1+1 for secondary weapons. LR Radio usage is restricted until units have met up with PLTNHQ or one another. Only one Molotov cocktail may be carried by individual riflemen at any given time. Riflemen may take 2x armor plates from the Our Benefactors mod for replenishing armor during mission. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Riflemen: AutoRiflemen: Wasteland Patrol: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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until++MISSION BRIEFING++ "I ask you, what greater endeavor exists than that of collaboration?" —Dr. Wallace Breen - Interim Administrator of Earth - Unknown Date. Overwatch has ordered a sector sweep of this area with the intention of locating and eliminating rebel cells that are interfering with operations around site 12-A AirWatch in the Southeast. The objective is to identify and eliminate threats in the assigned locations and investigate for signs of insurgent activity and bases. If insurgent personnel are found, avoid aggression if possible. Instead, observe and record their movement with the intent to locate their camps and bases in the area. Once the locations are determined, all insurgent forces are to be eliminated. Probe. Expunge. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: OPEN CoZeus: @TheSalader PLTN COMMAND SQUAD: PLTN OTA-CmD (Platoon Lead) (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Civil Protection): Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad APF (Squad Config #1) (on the day) Alpha Squad WallHammer (Squad Config #2) (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD (Overwatch): Bravo Squad Lead (SL TAGS, Officer) @Mingy [Reg+] Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) @AntiMatter [Reg+] Bravo Squad APF (Squad Config #1) (on the day) Bravo Squad WallHammer (Squad Config #2) (on the day) 3x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD (Civil Protection): Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad APF (Squad Config #1) (on the day) Charlie Squad WallHammer (Squad Config #2) (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD (SENTINEL ELITE): Delta Squad Lead (SL TAGS, Officer) LOCKED Delta Squad Medic (MEDIC TAGS, Specialist) LOCKED Delta Squad Team Leader (TL TAGS, NCO) LOCKED Delta Squad APF (Squad Config #1) LOCKED Delta Squad WallHammer (Squad Config #2) LOCKED 3x Delta Squad Rifleman: LOCKED Strider (KNGT 1-1): Strider (KNGT Commander Tags, Officer) @colt92 --SLOTTING-- (OTA, Elite, CP) ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions. Only one Molotov cocktail may be carried by individual riflemen at any given time. Riflemen may take 4x armor plates/ from the Our Benefactors mod for replenishing armor during mission. OTA may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. CP may take 4x armor plates from the Our Benefactors mod for replenishing armor during mission. Elite may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. AR-2s and SMG 4.6mms are to be treated as Grenade Launchers and issued to in the same manner by SLs as in standard FK Missions (Elite squads are Exempt from this Rule). --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. Keybinds for Half Life: Our Benefactors and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> Our Benefactors && Webknights's Melee. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Tags after each piece of equipment indicate which class of soldier may take each item. (CP - Civil Protection Units, OTA- Overwatch Transhuman Arm, and Elite). PLTN Lead: Squad Leads (CP, OTA, Elite): FAC, RTO, Team Leads: Medics: Riflemen: APF: WallHammer: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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until++MISSION BRIEFING++ "Therefore I say yes, I am a collaborator. We must all collaborate, willingly, eagerly, if we expect to reap the benefits of unification...And reap we shall." —Dr. Wallace Breen - Interim Administrator of Earth - Unknown Date. Alert. Nonstandard Exogen activity detected. Malignant Viral Interface bypass detected. Perimeter Restrictors disengaged. Execute containment procedure and report. All stabilization delegates move to incursion hard points immediately. Deploy Perimeter Restrictors in suspected infection blocks A1, A2, A3. Mission failure will result in permanent offworld assignment. Code reminder: sacrifice, coagulate, clamp. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Half Life Game Series The mission will be making use of the Arma 3 mods Half-Life 2: EOTRC, Half Life: Our Benefactors, Improved Melee System and others 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 Half Life based weaponry as well as some supplementary options 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. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN OTA-CmD (Platoon Lead) (PLTN TAGS ONLY, Officer) @LurkerOne [Reg+] PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) @Badger PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Civil Protection): Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad APF (Squad Config #1) (on the day) Alpha Squad WallHammer (Squad Config #2) (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD (Overwatch): Bravo Squad Lead (SL TAGS, Officer) @Mingy [Reg+] Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad APF (Squad Config #1) (on the day) Bravo Squad WallHammer (Squad Config #2) (on the day) 3x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD (Civil Protection): Charlie Squad Lead (SL TAGS, Officer) @Melo [Reg+] Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad APF (Squad Config #1) (on the day) Charlie Squad WallHammer (Squad Config #2) (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD (SENTINEL ELITE): Delta Squad Lead (SL TAGS, Officer) LOCKED Delta Squad Medic (MEDIC TAGS, Specialist) LOCKED Delta Squad Team Leader (TL TAGS, NCO) LOCKED Delta Squad APF (Squad Config #1) LOCKED Delta Squad WallHammer (Squad Config #2) LOCKED 3x Delta Squad Rifleman: LOCKED Strider (KNGT 1-1): Strider (KNGT Commander Tags, Officer) @TheSalader Overwatch Assassin Team (PRHT): PRHT Spotter (PRHT Spotter Tags, Officer) @AntiMatter PRHT Sniper (PRHT Sniper Tags, Officer) @Jacob_Waltz --SLOTTING-- (OTA, Elite, CP) ++RESTRICTIONS++ Only Weapons and equipment from Half-Life 2: EOTRC, Half Life: Our Benefactors and mods may be used within the mission. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions. Only one Molotov cocktail may be carried by individual riflemen at any given time. Riflemen may take 4x armor plates/ from the Our Benefactors mod for replenishing armor during mission. OTA may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. CP may take 4x armor plates from the Our Benefactors mod for replenishing armor during mission. Elite may take 4x Combine Batteries from the Our Benefactors mod for replenishing armor during mission. AR-2s and SMG 4.6mms are to be treated as Grenade Launchers and issued to in the same manner by SLs as in standard FK Missions (Elite squads are Exempt from this Rule). --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Half Life universe will be played throughout the mission. Keybinds for Half Life: Our Benefactors and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> Our Benefactors && Webknights's Melee. Delta Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Tags after each piece of equipment indicate which class of soldier may take each item. (CP - Civil Protection Units, OTA- Overwatch Transhuman Arm, and Elite). PLTN Lead: Squad Leads (CP, OTA, Elite): FAC, RTO, Team Leads: Medics: Riflemen: APF: WallHammer: Assassin: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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untilEvent Video Pending... ++MISSION BRIEFING++ "The Cost Of War Can Never Truly Be Accounted For." Whilst the attempt to decapitate the Separatist leadership at the Arena has failed, Obi-Wan Kenobi and Padawan Anakin have been rescued alongside Senator Amidala. Whilst the Separatist leadership may now be beyond our reach, their forces still nominally remain on the surface of Geonosis and are vulnerable to ground engagement as they attempt to evacuate the planet and escape from the local system. We must attack through the established ground defenses along the valley in sector 506 and prevent the Core Ship at the end of the valley from escaping from the planet with its deadly complement of battle droids. FOR THE REPUBLIC! ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, Improved Melee System and others 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be changed to accommodate the theme. ++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) CoZeus: OPEN CoZeus: @Melo PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) @Colek Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) @Prometheus13 [Reg+] Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) @Legendo Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) @JeffreyCuddles [Reg+] Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) DELTA SQUAD (ARC): Delta Squad Lead (SL TAGS, Officer) (on the day) Delta Squad Medic (MEDIC TAGS, Specialist) (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Delta Squad Rifleman: (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) All Terrain Tactical Enforcer (AT-TE) (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @Monocled Badger [Reg+] KNGT Gunner (KNGT Gunner Tags, Specialist) @Jacob_Waltz KNGT Driver (KNGT Driver Tags, Specialist) @SilentGunner13 All Terrain Tactical Enforcer (AT-TE) (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) @Servok [Reg+] KNGT Gunner (KNGT Gunner Tags, Specialist) @TheSalader KNGT Driver (KNGT Driver Tags, Specialist) @Mingy [Reg+] --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 212th - . JLTS - . Looting of enemy primary weapons is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. One squad deployable energy shield (Under Grenades) is permitted per squad. Two personal energy shields (Under Grenades) or hand held riot shields are permitted per squad. Rifleman mag size limit raised to 60 rounds per magazine. Standard Scope Limit raised to 5x times magnification. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time. Star Wars Medical items aside from those mentioned in ruless 8# and 9# may not be taken. SLs are allowed to designate one Trooper within their squad as a Jet Trooper allowing them to take a JLTS Jump Pack. Multi-shot grenade launcher ammunition is prohibited for all units, except for ARC and Commando Troops. MAT Magazine limit due to PLX Launcher mag Size being 3 rockets per mag is reduced to 2 magazines or 6 rockets in total. Thermal Scopes in the DMR role are permissible. ARC Squads are permitted to take up to 18.1x Scopes in the DMR role. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission. Keybinds for JLTS Jetpacks and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> JLTS Jumppacks && Webknights's Melee. Delta Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads with first choices for the Squad being taken from Charlie. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads, Drone Operator, PLTNHQ Riflemen: Medics: Riflemen: AutoRiflemen: ARC Trooper: KNGT Crew General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset 56.30 GB (Size Calculation does not include mods currently in FK Standard Modset.).
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untilModset 56.30 GB (Size Calculation does not include mods currently in FK Standard Modset.). UPDATED Since Last Event. ++MISSION BRIEFING++ "Embrace Others For Their Differences For That Makes You Whole." ++[Redacted] following redeployment to the planet of Mygeeto and seconded to the 21st Nova Corps, nominally under the command of Jedi General Ki-Adi-Mundi, your legion has secretly been tasked with the capture and recovery of an experimental Mygeetan power source for Project Stardust. General Mundi is unaware of the plan to recover the power source and is not to be informed of operations; instead, operating under the guise of recovering this area of the regional capital and the capture of Separatist intelligence from the Providence Class Cruiser defending the local urban area and Separatist holdings.++[Redaction End.] Defeat the local Separatist fleet assets and liberate the local urban areas from Separatist control. FOR THE REPUBLIC! ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, Improved Melee System and others 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be changed to accommodate the theme. ++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) CoZeus: @TheSalader CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) @Melo PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Galactic Marines) Alpha Squad Lead (SL TAGS, Officer) @Monocled Badger Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) @Colek Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) DELTA SQUAD (ARC): Delta Squad Lead (SL TAGS, Officer) (on the day) Delta Squad Medic (MEDIC TAGS, Specialist) (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Delta Squad Rifleman: (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) Gold Squadron (LAAT 1x, Y-Wing 1x, Arc-170 2x) (RPTR 1-1): RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) @riccardi48 RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @AntiMatter RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Prometheus13 RPTR WSO (RPTR FIXED Wing WSO Tags, Officer) @KingShibe RPTR LAAT Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @info RPTR LAAT Gunship Gunner (Gunship Gunner Tags, Officer) @Mingy RPTR LAAT Gunship Gunner (Gunship Gunner Tags, Officer) @Sarissa --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 212th - . JLTS - . Looting of enemy primary weapons is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. One squad deployable energy shield (Under Grenades) is permitted per squad. Two personal energy shields (Under Grenades) or hand held riot shields are permitted per squad. Rifleman mag size limit raised to 60 rounds per magazine. Standard Scope Limit raised to 5x times magnification. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time. Star Wars Medical items aside from those mentioned in ruless 8# and 9# may not be taken. SLs are allowed to designate one Trooper within their squad as a Jet Trooper allowing them to take a JLTS Jump Pack. Multi-shot grenade launcher ammunition is prohibited for all units, except for ARC and Commando Troops. MAT Magazine limit due to PLX Launcher mag Size being 3 rockets per mag is reduced to 2 magazines or 6 rockets in total. Thermal Scopes in the DMR role are permissible. ARC Squads are permitted to take up to 18.1x Scopes in the DMR role. RPTR: Flight Characteristics and Gameplay have been drastically changed from standard by WebKnights Avionics. Arc-170 Spacecraft are not permitted to take standard pylon weaponry aside from those provided as a primary ability in WebKnights Avionics. Y-Wing Aircraft are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Bombs and unguided munitions are permitted. LAAT Gunships May only use WebKnights Avionics weaponry for Air To Air Engagement. Ground Attack weaponry whether lock on or dumb fire is permitted. These rules are intended to take advantage of the changes to AI and spirit of dog-fighting encouraged by WebKnights Avionics. If there are perceived issues with the changes listed above please take it up with the event host. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission. Keybinds for JLTS Jetpacks and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> JLTS Jumppacks && Webknights's Melee. Delta Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads with first choices for the Squad being taken from Charlie. RPTR G-forces have been significantly reduced for these missions and G-force reducing uniforms/equipment should not be a consideration in setup time. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads, Drone Operator, PLTNHQ Riflemen: Medics: Riflemen: AutoRiflemen: Galactic Marine Trooper: ARC Trooper: KNGT Crew: RPTR: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset 56.30 GB (Size Calculation does not include mods currently in FK Standard Modset.). UPDATED Since Last Event.
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until++MISSION BRIEFING++ "Embrace Others For Their Differences For That Makes You Whole." The Chancellor has been abducted! In a daring assault, Separatist forces have attacked the heart of the Republic and captured the head of the Senate. Their intentions are clear – an attempt to force an end to the war on favorable terms. All available forces have been mobilized to counter this new threat. The fighters of the 501st have been summoned to engage the enemy above Coruscant's moon, Centax-1. A Separatist Task Force has emerged from hyperspace over the moon and seized control of the mining operations on the planetoid. These operations have been transformed into floating fortresses, launching multiple sorties to bolster the primary attack on Coruscant itself. Your mission is to engage the Separatist Fleet elements in the void above Centax and recapture the orbital mining platforms. FOR THE REPUBLIC! ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, Improved Melee System and others 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be changed to accommodate the theme. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) @L00_Cyph3r [Reg+] PLTN Medic (MEDIC TAGS, Specialist) @Melo ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @KingShibe [Reg+] Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) @EpsilonNiner [Reg+] Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Republic Commandos: Delta Squad Lead (SL TAGS, Officer) (on the day) Delta Squad Marksman (Regs+, Specialist) (on the day) Delta Squad Demolitions Expert (Regs+, Specialist) (on the day) Delta Squad Technician (Regs+, Specialist) (on the day) Red Squadron (Arc-170 5x) (RPTR 1-1): RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @TheSalader [Reg+] RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Prometheus13 RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Mingy [Reg+] RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Deltabacon [Reg+] Blue Squadron (Y-Wing 2x) (RPTR 1-2): RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) @AntiMatter RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) @Dog Green Squadron (LAAT 2x) (RPTR 1-3): RPTR LAAT Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN RPTR LAAT Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 212th - . JLTS - . Looting of enemy primary weapons is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. One squad deployable energy shield (Under Grenades) is permitted per squad. Two personal energy shields (Under Grenades) or hand held riot shields are permitted per squad. Rifleman mag size limit raised to 60 rounds per magazine. Standard Scope Limit raised to 5x times magnification. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time. Star Wars Medical items aside from those mentioned in ruless 8# and 9# may not be taken. SLs are allowed to designate one Trooper within their squad as a Jet Trooper allowing them to take a JLTS Jump Pack. Multi-shot grenade launcher ammunition is prohibited for all units, except for ARC and Commando Troops. MAT Magazine limit due to PLX Launcher mag Size being 3 rockets per mag is reduced to 2 magazines or 6 rockets in total. Thermal Scopes in the DMR role are permissible. ARC Squads are permitted to take up to 18.1x Scopes in the DMR role. Republic Commandos are permitted to take up to 100x Magazines in mission. RPTR: Flight Characteristics and Gameplay have been drastically changed from standard by WebKnights Avionics. Arc-170 Spacecraft are not permitted to take standard pylon weaponry aside from those provided in WebKnights Avionics. Y-Wing Aircraft are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Bombs and unguided munitions are permitted. LAAT Gunships are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Unguided munitions from non WebKnights Avionics are permitted. These rules are intended to take advantage of the changes to AI and spirit of dog-fighting encouraged by WebKnights Avionics. If there are perceived issues with the changes listed above please take it up with the event host. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission. Keybinds for JLTS Jetpacks and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> JLTS Jumppacks && Webknights's Melee. Delta Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads with first choices for the Squad being taken from Charlie. RPTR G-forces have been significantly reduced for these missions and G-force reducing uniforms/equipment should not be a consideration in setup time. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads, Drone Operator, PLTNHQ Riflemen: Medics: Riflemen: AutoRiflemen: Galactic Marine Trooper: ARC Trooper: Republic Commando: KNGT Crew: RPTR: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset 56.30 GB (Size Calculation does not include mods currently in FK Standard Modset.).
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until++MISSION BRIEFING++ "What about the droid attack on the Wookiees?" "It is critical we send an attack group there immediately." "He's right. It's a system we cannot afford to lose." ―Ki-Adi-Mundi, Mace Windu, and Obi-Wan Kenobi Kashyyyk under Siege! The Confederacy forces, led by the relentless General Grievous, have launched a full-scale invasion of Kashyyyk in the Outer Rim. Their goal is to exploit the planet's abundant resources and deny the Republic a potential ally in this region. In a desperate plea for assistance, the Wookiees have reached out to the Republic to defend their homeworld. The response has come in the form of a task force, with none other than Jedi Grand Master Yoda leading the charge. The Republic is now coordinating with their new Wookiee allies to protect the heartlands of Kashyyyk, particularly the sacred Wroshyr trees where the Wookiees build their cities. Your mission is to defend the gorge in this sector from CIS attacks and prevent their forces from breaching the final layer of defense around the river basin. FOR THE REPUBLIC! ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, Improved Melee System and others 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be changed to accommodate the theme. ++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) CoZeus: OPEN CoZeus: OPEN 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 Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) DELTA SQUAD (ARC): Delta Squad Lead (SL TAGS, Officer) (on the day) Delta Squad Medic (MEDIC TAGS, Specialist) (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Delta Squad Rifleman: (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) TX-130 Saber-class fighter tank (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @Mingy [Reg+] KNGT Gunner (KNGT Gunner Tags, Specialist) @TheSalader KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 212th - . JLTS - . Looting of enemy primary weapons is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. One squad deployable energy shield (Under Grenades) is permitted per squad. Two personal energy shields (Under Grenades) or hand held riot shields are permitted per squad. Rifleman mag size limit raised to 60 rounds per magazine. Standard Scope Limit raised to 5x times magnification. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time. Star Wars Medical items aside from those mentioned in ruless 8# and 9# may not be taken. SLs are allowed to designate one Trooper within their squad as a Jet Trooper allowing them to take a JLTS Jump Pack. Multi-shot grenade launcher ammunition is prohibited for all units, except for ARC and Commando Troops. MAT Magazine limit due to PLX Launcher mag Size being 3 rockets per mag is reduced to 2 magazines or 6 rockets in total. Thermal Scopes in the DMR role are permissible. ARC Squads are permitted to take up to 18.1x Scopes in the DMR role. Republic Commandos are permitted to take up to 100x Magazines in mission. RPTR: Flight Characteristics and Gameplay have been drastically changed from standard by WebKnights Avionics. Arc-170 Spacecraft are not permitted to take standard pylon weaponry aside from those provided in WebKnights Avionics. Y-Wing Aircraft are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Bombs and unguided munitions are permitted. LAAT Gunships are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Unguided munitions from non WebKnights Avionics are permitted. These rules are intended to take advantage of the changes to AI and spirit of dog-fighting encouraged by WebKnights Avionics. If there are perceived issues with the changes listed above please take it up with the event host. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission. Keybinds for JLTS Jetpacks and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> JLTS Jumppacks && Webknights's Melee. Delta Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads with first choices for the Squad being taken from Charlie. RPTR G-forces have been significantly reduced for these missions and G-force reducing uniforms/equipment should not be a consideration in setup time. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads, Drone Operator, PLTNHQ Riflemen: Medics: Riflemen: AutoRiflemen: Galactic Marine Trooper: ARC Trooper: Republic Commando: KNGT Crew: RPTR: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Updated 67GB -> 52GB.
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until++MISSION BRIEFING++ "First, I want you to go to the Jedi Temple. We will catch them off balance. Do what must be done, Lord Vader. Do not hesitate; show no mercy." ―Darth Sidious to his new apprentice Darth Vader Order 66 has been executed, following an executive order delivered directly from the Chancellor's Office to all active branches of the GAR. The Jedi have been officially declared enemies of the Republic, and their elimination is deemed necessary to secure the safety of the New Galactic Order. A detachment from the 501st Legion has already commenced operations on Coruscant, but it is imperative to secure all other Jedi Order bases. Your detachment has been tasked with securing the Jedi Enclave on Dantooine and eradicating the Jedi presence on the planet. Our fleet elements have established a blockade around the planet, but the planetary shields, controlled by the Dantooine Planetary Defense Forces, also known as "The Khoonda Militia," are obstructing our efforts to seize control of the Jedi Enclave and its surroundings. Your mission objectives are to eliminate the militia forces guarding the Enix Relay, disable the shield protecting the Jedi Temple, and eliminate the remaining Temple Guard and Jedi Knights safeguarding the temple. No Jedi are to be spared... FOR THE CHANCELLOR! Objectives: Push through Khoonda Militia Elements and secure the Enix Relay Facility deactivating the shield guarding the Jedi Temple/Enclave. Assault the Jedi Temple/Enclave and eliminate any and all Temple Guard and Jedi within the temple. Prevent/Intercept and attempt by the Jedi to escape the planet. Mission Notes: CIVILIANS: Yes Avoid Civilian Deaths unless in conflict with specified conditions of Order 66. RRR: Air Delivered via LAAT. ASSET RRR: Withdraw from frontline and ping Zeus. RESPAWNS: Zeus Discretion will aim for 5x mins between death and respawn. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, Improved Melee System and others 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be changed to accommodate the theme. ++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) CoZeus: OPEN CoZeus: OPEN 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 Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) @EpsilonNiner [Reg+] Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Autorifleman : (on the day) 2x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Autorifleman : (on the day) 2x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) DELTA SQUAD (ARC): Delta Squad Lead (SL TAGS, Officer) (on the day) Delta Squad Medic (MEDIC TAGS, Specialist) (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Delta Squad Rifleman: (on the day) Delta Squad Team Leader (TL TAGS, NCO) (on the day) Delta Squad Autorifleman : (on the day) 2x Charlie Squad Rifleman: (on the day) All Terrain Tactical Enforcer (AT-TE) (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @colt92 KNGT Gunner (KNGT Gunner Tags, Specialist) @TheSalader KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 212th - . JLTS - . Looting of enemy primary weapons is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. One squad deployable energy shield (Under Grenades) is permitted per squad. Two personal energy shields (Under Grenades) or hand held riot shields are permitted per squad. Rifleman mag size limit raised to 60 rounds per magazine. Standard Scope Limit raised to 5x times magnification. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time. Star Wars Medical items aside from those mentioned in ruless 8# and 9# may not be taken. SLs are allowed to designate one Trooper within their squad as a Jet Trooper allowing them to take a JLTS Jump Pack. Multi-shot grenade launcher ammunition is prohibited for all units, except for ARC and Commando Troops. MAT Magazine limit due to PLX Launcher mag Size being 3 rockets per mag is reduced to 2 magazines or 6 rockets in total. Thermal Scopes in the DMR role are permissible. ARC Squads are permitted to take up to 18.1x Scopes in the DMR role. Republic Commandos are permitted to take up to 100x Magazines in mission. RPTR: Flight Characteristics and Gameplay have been drastically changed from standard by WebKnights Avionics. Arc-170 Spacecraft are not permitted to take standard pylon weaponry aside from those provided in WebKnights Avionics. Y-Wing Aircraft are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Bombs and unguided munitions are permitted. LAAT Gunships are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Unguided munitions from non WebKnights Avionics are permitted. These rules are intended to take advantage of the changes to AI and spirit of dog-fighting encouraged by WebKnights Avionics. If there are perceived issues with the changes listed above please take it up with the event host. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission. Keybinds for JLTS Jetpacks and Webknight's Melee may be found under Options -> Controls -> Configure Addons -> JLTS Jumppacks && Webknights's Melee. Delta Squad will only be formed if both Bravo and Alpha squads are filled, and there are enough players present (16+). However, if the total number of players exceeds 23+, there will be a limit on the number of players assigned to Delta Squad, and the remaining players will be allocated to other squads with first choices for the Squad being taken from Charlie. RPTR G-forces have been significantly reduced for these missions and G-force reducing uniforms/equipment should not be a consideration in setup time. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads, Drone Operator, PLTNHQ Riflemen: Medics: Riflemen: AutoRiflemen: Galactic Marine Trooper: ARC Trooper: Republic Commando: KNGT Crew: RPTR: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset 52GB.
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main The Great Crusade (Operation Neptune) (US) #10 [1st Main]
Jerichron posted an event in Mission Planner
until++MISSION BRIEFING++ "You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hope and prayers of liberty-loving people everywhere march with you." ―General Dwight D. Eisenhower's Order of the Day (1944) Mission Summary: On June 6th, 1944, Operation Neptune commenced. The mission: to liberate Western Europe from the German War Machine. Your platoon has been assigned to the Omaha sector of the beach landings, tasked with assaulting and securing this part of the German coastal defenses. Your objective extends inland to secure the town of Saint Laurent-sur-Mer and eliminate the artillery stationed there, which threatens not only your beach sector but also neighboring areas. Unfortunately, the tanks designated to assist in the beach landings are unable to approach due to strong waves. Your immediate task is to advance on foot, bypass the German barricades and razor wire obstructing the beach, and clear the galleries and fortifications covering the shoreline. Once this is accomplished, armored support will aid in your push inland to secure the town. The success of the Allied landings in this area hinges on your efforts. Nothing less than complete victory is acceptable... Objectives: 1. Secure a landing Zone and Foothold on the beach. Reach the landing zone and disembark. Reach the shingle at the end of the beach. Use Bangalore torpedos to breach the razorwire barricade preventing movement off the beach. 2. Assault the German Coastal Fortifications and defences. Secure the fortifications below the cliff and the small town. Secure the fortifications atop the cliff. Destroy any Anti Air or anti ship emplacements found. 3. Secure the town of Saint Laurent-sur-Mer and the Artillery Battery. Secure the Artillery Battery and the accompanying fortifications. Spike any Artillery found to prevent recapture. Secure the town and hold position on critical road junctures. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered with each reinforcement wave. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: KNGT will not begin the mission with their assets and will be operating as a standard infantry element until the beach is cleared. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: OPEN CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @KingShibe [Reg +] PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) @Oszur ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @Legendo Alpha Radioman (TL TAGS, NCO) @Melo 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) @riccardi48 1x Alpha Squad AutoRifleman: (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) @Veagance Bravo Radioman (TL TAGS, NCO) @Eaglestrike [Reg+] LOCKED 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) @BadBarry [Reg+] 1x Bravo Squad AutoRifleman: (on the day) 3x 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 1x Charlie Squad AutoRifleman: (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD: Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad AutoRifleman: (on the day) 3x Delta Squad Rifleman: (on the day) M4 Sherman (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @LurkerOne [Reg +] KNGT Gunner (KNGT Gunner Tags, Specialist) @L00_Cyph3r KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) @Garfield [Reg +] M4 Sherman (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) @Monocled Badger [Reg +] KNGT Gunner (KNGT Gunner Tags, Specialist) @SGz_Eliminated KNGT Loader (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and Operation Spearhead mods may be used within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons is without Zeus permission is prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For Americans are limited to 30Rnd Stick magazines. Squads may issue a flamethrower as a rifleman operated weapon under the same rules as Designated Marksman. The AutoRifleman in each squad takes the Browning M1918A2 or BAR. The MachineGunner in each squad takes the Browning M1919A4/A6 or 30. cal. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: AutoRifleman: Riflemen: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link Size: 58GB. -
If nothing is accomplished, so what? PAVN were willing to fight to the last soldier either way. ++MISSION BRIEFING++ Good morning, Squadron, As we gather here today, the anticipation and focus in the air are palpable. We stand on the precipice of Operation Rolling Thunder, a critical mission that will show the VC and PAVN forces what the US tac payer money has to offer. Our objectives are clear, and success rests on each and every one of you. Mission Overview: Operation Rolling Thunder is a high-stakes mission designed to disrupt enemy supply lines and infrastructure. Our squadron has been assigned a crucial role in this operation, and the success of the entire mission hinges on our precision and effectiveness. Your planes: 10x F-4C Phantom II: Used as the primary AA and light bomb element. 4x F-105F Thunderchief: Your way to get through enemy guided missiles, use the bomber anti-radiation missiles and cluster bombs to get deep into VC territory. 2x B-52H bombers: The heavy bombardment, they will be the key to our success, without them we won't be able to deal enough damage. 1x C-119: Your eye in the sky and command element, its camera will give you a chance to search for targets and get their BDA. Additionally you have a daisy cutter bomb for a hasty evac for downed pilots. Objectives: Complete all fire missions, destroying enemy supplies and assets. Disable enemy AA emplacements. Maintain air superiority. Assist any nearby friendly forces. Conclusion: Operation Rolling Thunder is not just a mission; it's a test of our skills, resilience, and commitment to the mission objectives. Each one of you is an integral part of the success we aim to achieve today. Trust in your training, trust in your teammates, and let's make this mission a resounding success. Dismissed. Good luck, and may we return victorious. Squadron Commander ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Vietnam War, with some artistic liberties taken. The mission will be making use of the Arma 3 Prairie Fire DLC and a custom Modset 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 Vietnam/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 Vietnam War. ++SLOTTING++ (TAGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION, AND I RESERVE THE RIGHT TO PICK THOSE WHO I BELIEVE BEST SUIT THE MISSION) Co-Zeus: @TheSalader Co-Zeus: @riccardi48 Co-Zeus: OPEN Squadron Command (1x C-119) Squadron Commander (PLTN & FAC Tags): OPEN Pilot (FW Tags): OPEN Co-Pilot (Reg+): OPEN Ground Team ATC (FAC/Leadership Tags): @L00_Cyph3r [Reg+] LOCKED Ground Crew Lead (TL Tags): @Eaglestrike[Reg+] Ground Crew (Reg+): @GingerRocker Ground Crew (Reg+): @LurkerOne Ground Crew (Reg+): OPEN Ground Crew (Reg+): OPEN Alpha (5x F-4C Phantom II) Flight Lead (FW Tags): OPEN Pilot (Reg+): @BadBarry Pilot (Reg+): @Yung_Cider Pilot (Reg+): @lucleaR Pilot (Reg+): OPEN Bravo (5x F-4C Phantom II) Flight Lead (FW Tags): OPEN Pilot (Reg+): OPEN Pilot (Reg+): OPEN Pilot (Reg+): OPEN Pilot (Reg+): OPEN Charlie (4x F-105F Thunderchief) Flight Lead (FW Tags): @AntiMatter Pilot (FW Tags): @TacticalPanda [Reg+] Pilot (FW Tags): @info Pilot (FW Tags): @UNREALARCLITE Delta (2x B-52H Bomber) Pilot (FW Tags): @colt92 [Reg+] Pilot (FW Tags): @Bashfulvideos [Reg+] Co-Pilot (Reg+): OPEN Co-Pilot (Reg+): OPEN Rear Gunner (Reg+): @Sheltz95 Rear Gunner (Reg+): OPEN --SLOTTING-- ++RESTRICTIONS++ Equipment: No Night vision devices No scopes No UGL or GL Equipment list provided below. Players can choose any US weapon that is within FK rules. Permitted pylons provided below. Only ground crew is permitted to use any ground vehicle (including transport). Crossroads will not inform once an objective is completed, players are expected to assess it themselves. The B-52H bomber is to taxi under the assistance of at least one ground crew member to ensure that the plane does not hit anything. The B-52H bombs can only be dropped with Command (PltnHQ) and pilot permission. The B-52H and C-119 have a fixed loadout of 500lb bombs and a daisy cutter respectfully. --RESTRICTIONS-- ++NOTES++ SR radios are to be used for communications between flights (squads). LR usage on 69 remains the same with flight leads (SL) communicating with the squadron commander (PltnHQ). 68 will be used for ATC communication, any pilot is required to use it to gain landing, take-off and taxi clearance. To request a RRR once on ground use either 68 or a SR frequency to request ground crew assistance. The chain of command is provided bellow Note that ATC is not under the lead of the squadron commander. Those streaming or inclined to listen should be aware that music from the SOG DLC and vietnam era will be played throughout the mission. The B-52H bomber plane pilots are both considered flight leads (SL). They are the only flight (squad) to be expected to work independently of each other. ++Chain of command++ --Chain of command-- --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Pilots: Ground Crew: --EQUIPMENT-- ++PYLONS++ F4-C Phantom II: F-105F: --PYLONS-- MISSION REQUIREMENTS: SERVER INFO : Server Name : FK #5 S.O.G. Prairie Fire Server IP: arma5.fkservers.eu Port: 2502 Password : On request Mission File: FK-SOG-Zeus-Operation-Rolling-Thunder.Cam_Lao_Nam modset (January V1)
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main The Great Crusade (Operation Market Garden) (US) #12 [1st Main]
Jerichron posted an event in Mission Planner
until++MISSION BRIEFING++ “The August battles have done it and the enemy in the west has had it. . . . Two and a half months of bitter fighting have brought the end of the war in Europe in sight, almost within reach . . . ” ―General Dwight D. Eisenhower Mission Summary: After months of preparation, the joint British-American Operation Market Garden is ready to commence. Extensive fighting across Europe has significantly weakened the German war machine, and this operation's impact will bring the Allied forces closer to the heartland of Germany. Your platoon has been assigned the crucial task of securing the bridges in this region of Holland and fending off German counterattacks until XXX Corps can reach your positions. Local units of the French and Dutch resistance have been mobilized to secure your Landing Zones and will provide ongoing support throughout the operation. Additionally, Allied air support will be available on call for the duration of the mission. Objectives: 1. Secure a landing Zone and deploy paratroops. (Free French && Dutch Forces) Secure Le Champ De Trou and mark the LZ for incoming Allied Paradrops. Hold the Landing Zone against Axix counter attacks. 2. Secure the town and the Bridge crossings. Push Axis forces out of the nearby town and secure the bridges leading to the north. Eliminate AA sites as encountered to assist in RRR delivery and RPTR Airstrikes. 3. Secure the town and the bridge, and hold until relieved. Advance through Axis defenses to secure the town and both bridge entrances. Secure local command posts to delay or prevent a German counterattack aimed at retaking the bridge. Each captured command post will be rewarded with additional defensive equipment upon taking the town and bridge. Eliminate AA sites encountered to support RRR delivery and facilitate RPTR airstrikes. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered with each reinforcement wave. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RPTR will begin the mission delivering paratroops to the AO and drop zone following which they will switch into P-47 Thunderbolts. - French and Dutch resistance elements will not have a briefing time and will be immediatly in the AO as the template is loaded. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: @UNREALARCLITE CoZeus: OPEN PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @riccardi48 PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) @LurkerOne PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @KingShibe Alpha Radioman (TL TAGS, NCO) @Melo 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 1x Alpha Squad AutoRifleman: (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Radioman (TL TAGS, NCO) @SilentGunner13 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 1x Bravo Squad AutoRifleman: (on the day) 3x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD (Resistance): Charlie Squad Lead (SL TAGS, Officer) @Silberjojo Charlie Radioman (TL TAGS, NCO) @colt92 Charlie Squad Medic (MEDIC TAGS, Specialist) @TheSalader 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 1x Charlie Squad AutoRifleman: (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD (Resistance): Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad AutoRifleman: (on the day) 3x Delta Squad Rifleman: (on the day) Douglas C-47 Skytrain -> P-47 Thunderbolt (RPTR 1-1): RPTR Pilot/Lead (Fixed Wing Tags, Officer) @AntiMatter Douglas C-47 Skytrain -> P-47 Thunderbolt (RPTR 1-2): RPTR Pilot (Fixed Wing Tags, Officer) @Bashfulvideos --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and Operation Spearhead mods may be used within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons is without Zeus permission is prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For Americans are limited to 30Rnd Stick magazines. The AutoRifleman in each squad takes the Browning M1918A2 or BAR. The MachineGunner in each squad takes the Browning M1919A4/A6 or 30. cal. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: AutoRifleman: Riflemen: Resistance: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link Size: 58GB. -
until++MISSION BRIEFING++ "December 22nd 1944 To the U.S.A. Commander of the encircled town of Bastogne. The fortune of war is changing. This time the U.S.A. forces in and near Bastogne have been encircled by strong German armored units. More German armored units have crossed the river Ourthe near Ortheuville, have taken Marche and reached St. Hubert by passing through Hompre-Sibret-Tillet. Libramont is in German hands. There is only one possibility to save the encircled U.S.A troops from total annihilation: that is the honorable surrender of the encircled town. In order to think it over a term of two hours will be granted beginning with the presentation of this note. If this proposal should be rejected one German Artillery Corps and six heavy A. A. Battalions are ready to annihilate the U.S.A. troops in and near Bastogne. The order for firing will be given immediately after this two hours' term. All the serious civilian losses caused by this artillery fire would not correspond with the wellknown American humanity. The German Commander." "December 22, 1944 To the German Commander, N U T S ! The American Commander" Mission Summary: On the morning of December 16, 1944, German Armed Forces launched an attack through the densely forested Ardennes region in Belgium and Luxembourg. The offensive aimed to halt Allied use of the Belgian port of Antwerp and to fracture the Allied lines, enabling the Germans to encircle and eliminate four Allied armies, thus pressuring the Western Allies to negotiate a peace treaty favorable to the Axis powers. To reach Antwerp before the Allies could regroup and unleash their superior air power, German mechanized forces needed to secure the roadways through eastern Belgium. With all seven main roads in the densely wooded Ardennes highlands converging on Bastogne (Bastnach in German), just a few miles from the border with Luxembourg, control of its crossroads became pivotal to the German strategy. Our role in this operation is to maintain defensive positions to the northwest of Bastogne, resisting German mechanized and armored elements until relieved by Allied forces. Objectives: 1. Defend the Town of Bastogne from German Counterattack and capture. Defend against German attacks utilizing defensive positions (DP) 1 through 12 towards the northwest for as long as possible or until relieved. Defend the Town for as long as possible or until relieved. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered by the logistics Element. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RRR Delivered by the logistics Element. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: OPEN CoZeus: @UNREALARCLITE PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) @Legendo PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Radioman (TL TAGS, NCO) @Muhcreedy Alpha Squad Medic (MEDIC TAGS, Specialist) @AntiMatter [Reg+] 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 1x Alpha Squad AutoRifleman: (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) @Bashfulvideos [Reg+] Bravo Radioman (TL TAGS, NCO) @Deltabacon [Reg+] 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 1x Bravo Squad AutoRifleman: (on the day) 3x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Radioman (TL TAGS, NCO) @Zeusz77 [Reg+] 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 1x Charlie Squad AutoRifleman: (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD: Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad AutoRifleman: (on the day) 3x Delta Squad Rifleman: (on the day) M1 81mm Mortar (MRTR 1-1): MRTR Assistant/Lead (MRTR Tags, Officer) @colt92 MRTR Gunner (MRTR Tags, Officer) @Servok M1 81mm Mortar (MRTR 1-2): MRTR Assistant (MRTR Tags, Officer) @riccardi48 MRTR Gunner (MRTR Tags, Officer) OPEN Logistics Team (Willys MB Mounted MG) (KNGT 1-1): KNGT Gunrunner Assistant/Lead (Reg+, Officer) @Winters KNGT Gunrunner (Reg+, Officer) @LilyBear Logistics Team (Willys MB Mounted MG) (KNGT 1-2): KNGT Gunrunner Assistant (Reg+, Officer) @Katla_Haddock KNGT Gunrunner (Reg+, Officer) @Life010 --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and Operation Spearhead mods may be used within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons is without Zeus permission is prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For Americans are limited to 30Rnd Stick magazines. The AutoRifleman in each squad takes the Browning M1918A2 or BAR. The MachineGunner in each squad takes the Browning M1919A4/A6 or 30. cal. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: AutoRifleman: Riflemen: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link Size: 58GB.
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until++MISSION BRIEFING++ “The Australian troops are fighting magnificently and their training is far superior to ours.” Field Marshal Erwin Rommel. Mission Summary: The Eighth Army has suffered defeat in the Battle of Gazala and is retreating eastwards toward the Egyptian border, leaving Tobruk isolated. Prime Minister Winston Churchill has emphasized the symbolic value of Tobruk, deeming its loss unacceptable. With vast stores of Allied munitions and arms still within the city, their capture by Axis forces would deal a devastating blow to Allied forces in the region and potentially enable an attack on Egypt. Therefore, Tobruk must be held until all munitions and personnel have been evacuated or a rescue operation can be executed. Our role in this operation is to maintain defensive positions to the southwest of Tobruk and within the city itself, resisting German and Italian mechanized and airborne elements until relieved by Allied forces or until surrender of the port becomes inevitable. Objectives: 1. Defend the City of Tobruk from German Counterattack and capture. Defend against German attacks utilizing defensive positions located at Fort Airenti to delay German/Italian Advance and provide time for evacuation to complete. Defend the City from defensive positions towards the west of the Town and delay German/Italian entry to the town. Defend the fortified port Area with significant Allied supplies/Munitions from German/Italian capture. OBJ-1: Fort Airenti. Summary: Fort Airenti currently occupies elevated terrain, providing a commanding view of the roads used by advancing German and Italian columns. To progress toward Tobruk itself, this strategic position must be seized by German/Italian forces to prevent rearward fire from the fort and disruptions to their supply chain. Your mission is to hold the fort for as long as possible, allowing Allied transport to evacuate munitions and personnel from the city and to delay any attack on Tobruk. While the fort may belong to another era, it has been reinforced with anti-air and anti-armour emplacements to give you a fighting chance against German and Italian advances. OBJ-2: Tobruk Trenchworks. Summary: Tobruk serves as a vital supply point for Allied forces in North Africa. If it falls, a substantial stockpile of supplies and munitions will be seized by the Axis, potentially leading to an attack on Egypt itself. To safeguard Tobruk, fortifications have been established to the west of the city, creating a robust line of defense against advancing German and Italian forces. Anti-tank and anti-air emplacements are available to help repel attackers, and if necessary, fighting may extend into the city itself. OBJ-3: Tobruk Port. Summary: As a major Allied supply port, the port of Tobruk serves as a bulwark in itself. If fighting reaches this area, your mission is to hold off German and Italian advances for as long as possible. However, if it becomes apparent that defeat is inevitable and rescue or escape is impossible, surrender is preferable to the complete destruction of the Allied garrison. Mission Notes: CIVILIANS: Civilians will not be present withing the Area of Operations. RRR: Delivered by the logistics Element. ASSET RRR: Withdraw from front line and ping Zeus. RESPAWNS: Zeus Discretion will aim for 10x minutes between death and respawn to ensure large reinforcement waves and per the theme. SPECIAL CRITERIA: - RRR Delivered by the logistics Element. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War The mission will be making use of the Arma 3 mods IFA3 AIO, Faces Of War, Operation Spearhead 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 Second World War 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 Second World War. ++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) CoZeus: OPEN CoZeus: OPEN 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) @InZane [Reg+] 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) @Rabit Salvokelk Charlie Radioman (TL TAGS, NCO) @Sp4ceBunny [Reg +] 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) DELTA SQUAD: Delta Squad Lead (SL TAGS, Officer) OPEN Delta Radioman (TL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Delta Squad Machine Gunner: (on the day) 1x Delta Squad Machine Gunner Assistant: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 4x Delta Squad Rifleman: (on the day) Valentine Mk III (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @L00_Cyph3r [Gunner Tags] KNGT Gunner (KNGT Gunner Tags, Specialist) @colt92 KNGT Driver (KNGT Driver Tags, Specialist) @Bashfulvideos P-40 KittyHawk (RPTR 1-1): RPTR Pilot/Lead (Fixed Wing Tags, Officer) @AntiMatter P-40 KittyHawk (RPTR 1-2): RPTR Pilot/Lead (Fixed Wing Tags, Officer) @UNREALARCLITE Logistics Team (Willys MB Mounted MG) (MRTR 2-1): KNGT Gunrunner Assistant/Lead (Reg+, Officer) OPEN KNGT Gunrunner (Reg+, Officer) @Panzerbaum Logistics Team (Willys MB Mounted MG) (KNGT 2-2): KNGT Gunrunner Assistant (Reg+, Officer) OPEN KNGT Gunrunner (Reg+, Officer) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment listed within the equipment list may be taken within the mission. Short Range Radios are prohibited (RPTR Elements Exempt). Only Radiomen and PLTN Actual are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited (RPTR Elements Exempt). Looting of enemy primary weapons is without Zeus permission is prohibited. Rifle Grenades are permitted to be taken by two members of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. SMGs For British Troops in North Africa are allowed up to 50Rnd Drum magazines. The MachineGunner in each squad takes the Bren Gun. Any Enemy Pistol looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation. Scoped weapons are not permitted unless listed explicitly on the weapons list. --RESTRICTIONS-- ++NOTES++ The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee. Propaganda and other potentially sensitive material may be shown in mission associated with the time period and governments depicted. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability. To assist medics with the lower carry capacity of the equipment present within these missions squads are encouraged to carry increased Medical Fluid EG: Saline. Weapons or equipment listed as Pending... are currently left out per the time period depicted in mission. As the campaign progresses more equipment will be introduced. To assist players in adapting to a setting where short range radios are restricted and to help Squad Leads manage their elements the following is recommended reading. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Machine Gunner: Riflemen: KNGT Crew: RPTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Download Link Size: 58GB.