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until++MISSION BRIEFING++ "Sure you wouldn't rather take a seat?" "We'll be fine..." Cortana and Master Chief after evacuating the Pillar of Autumn. We have escaped the Covenant assault on the Pillar of Autumn. The Captain stayed behind to make an emergency landing on the ring and draw the Covenant's attention, while Blue Team and the majority of the ship’s crew escaped along with the shipboard AI. For now, landing on the ring is your primary concern, as well as regrouping the scattered UNSC elements. The Covenant will be looking for survivors—but for now, we have survived. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Halo Game Series The mission will be making use of the Arma 3 mods Operation Trebuchet, Fire Team Zulu, 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 Halo Series 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. ++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/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) 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) Blue Team Remnants: Spartan-117 (John) (Reg+, Officer) OPEN Spartan-058 (Linda) (Reg+, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from Operation Trebuchet, Fire Team Zulu, Specialized Ordnance, 1st MEU, Operation Arsenal mods may be used within the mission. Any Covenant Weapon looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation and appropriate Role is taken. Only one Covenant Weapon may be equipped or looted at a time per rifleman. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions. Spartan Laser is to be treated as HAT and restricted to one mag before rearm is required. 1x Molotov cocktail may be carried by any member of the platoon at any given time. Spartans, PRHT, and DM roles may take one magazine at a time of special ammunition EG: Incendiary or HE per mission. Only one primary weapon and sidearm may be taken from the spawn area. Additional primary weapons and their ammunition must be looted in the field. Only medics are permitted to carry [1st MEU] Emergency med kits and are recommended to carry them. They are capable of instantly sealing all wounds on a specific limb. --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 Halo universe will be played throughout the mission. To further play into the theme of the environment and to assist with medical treatment in mission all Players are recommended to take [1st MEU] Biofoam Canister's as a replacement to standard packing bandages. They are more effective than standard bandages and are only available in this setting. Please read carefully when adding to your inventory as other mods Biofoam options do not function as well or at all. Infantry engaging or expected to engage Elites or Spartans during operations are suggested to bring a decent amount of (HV, AP or Slug Ammunition) and to aim for the head. Elites or Spartans do not typically die quickly once unconscious from small arms fire best practice is to down enemy heavy infantry ensure sufficient damage and move on. --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: ODSTs: Spartan II: MRTR Crew: PRHT: 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 Size: 25GB
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until++MISSION BRIEFING++ "Cortana, all I need to know is did we lose them?" "I think we both know the answer to that." —Captain Jacob Keyes and Shipboard Cortana after Slipspace jump from Reach. We have escaped Reach, but we are not out of danger. We have arrived at an unknown location due to the emergency slipspace jump taken during the escape and have found ourselves in an uncharted region of space. The system is composed of a series of standard planetary bodies, a gas giant, and... the ring. We have never seen anything like this—a massive stellar object, clearly of unknown sentient construction, in stable orbit around the gas giant, seemingly beyond all known conventions of technological capability familiar to humanity. The Covenant got here first, have taken up a defensive line between us and the ring, and are moving in to engage the Pillar of Autumn. We've already taken significant damage during the escape from Reach, and the captain is formulating a plan. For now, he has given the order to wake the Master Chief...Unseal the Hushed Casket.... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Halo Game Series The mission will be making use of the Arma 3 mods Operation Trebuchet, Fire Team Zulu, 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 Halo Series 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. ++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/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) 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) Blue Team Remnants (Cryo Storage): Spartan-117 (John) (Reg+, Officer) @GingerRocker Spartan-058 (Linda) (Reg+, Specialist) @KingShibe --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from Operation Trebuchet, Fire Team Zulu, Specialized Ordnance, 1st MEU, Operation Arsenal mods may be used within the mission. Any Covenant Weapon looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation and appropriate Role is taken. Only one Covenant Weapon may be equipped or looted at a time per rifleman. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions. Spartan Laser is to be treated as HAT and restricted to one mag before rearm is required. 1x Molotov cocktail may be carried by any member of the platoon at any given time. Spartans, PRHT, and DM roles may take one magazine at a time of special ammunition EG: Incendiary or HE per mission. Only one primary weapon and sidearm may be taken from the spawn area. Additional primary weapons and their ammunition must be looted in the field. The Spartan team in mission will not be participating for the first section but may spectate until awoken from cryo sleep. Only medics are permitted to carry [1st MEU] Emergency med kits and are recommended to carry them. They are capable of instantly sealing all wounds on a specific limb. --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 Halo universe will be played throughout the mission. To further play into the theme of the environment and to assist with medical treatment in mission all Players are recommended to take [1st MEU] Biofoam Canister's as a replacement to standard packing bandages. They are more effective than standard bandages and are only available in this setting. Please read carefully when adding to your inventory as other mods Biofoam options do not function as well or at all. Infantry engaging or expected to engage Elites or Spartans during operations are suggested to bring a decent amount of (HV, AP or Slug Ammunition) and to aim for the head. Elites or Spartans do not typically die quickly once unconscious from small arms fire best practice is to down enemy heavy infantry ensure sufficient damage and move on. --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: ODSTs: Spartan II: MRTR Crew: PRHT: 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 Size: 25GB
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until++MISSION BRIEFING++ "It didn't take long for Reach to fall: our enemy was ruthless. Efficient. But they weren't nearly fast enough..." —Dr. Catherine Halsey. Reach is falling, but there is nothing we can do about that now. UNSC forces in-system and planetside have been degraded to the point that evacuation is the only option to avoid complete annihilation by Covenant forces, which are now ravaging the planet. The UNSC Pillar of Autumn is en route with a high-value asset, on its own course to escape, and can pick up your platoon from its station aboard the Orbital Defense Platform Alexandria. However, you are in the midst of repelling boarders, and the Autumn will not be able to enter Pelican range unless the station’s MAC gun is brought back online and the station is secured. Repel the Covenant strike teams aboard the Alexandria and defend the station long enough for the Autumn to enter Pelican range to rescue you—and escape the hell that Reach has become.... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Halo Game Series The mission will be making use of the Arma 3 mods Operation Trebuchet, Fire Team Zulu, 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 Halo Series 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. ++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 ODST: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/RTO (PLTN 2ic/RTO TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD ODST: 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 ODST: 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 ODST: 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) D77-TC Pelican (RPTR 1-1) / MAC Station Defence Turret Operators: RPTR Pilot (Rotary Pilot Tags, Officer) OPEN RPTR WSO (Rotary WSO Tags, Specialist) @TheSalader --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from Operation Trebuchet, Fire Team Zulu, Specialized Ordnance, 1st MEU, Operation Arsenal mods may be used within the mission. Any Covenant Weapon looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation and appropriate Role is taken. Only one Covenant Weapon may be equipped or looted at a time per rifleman. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions. Spartan Laser is to be treated as HAT and restricted to one mag before rearm is required. 1x Molotov cocktail may be carried by any member of the platoon at any given time. Spartans, PRHT, and DM roles may take one magazine at a time of special ammunition EG: Incendiary or HE per mission. Only one primary weapon and sidearm may be taken from the spawn area. Additional primary weapons and their ammunition must be looted in the field. --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 Halo universe will be played throughout the mission. To further play into the theme of the environment and to assist with medical treatment in mission all Players are recommended to take [1st MEU] Biofoam Canister's as a replacement to standard packing bandages. They are more effective than standard bandages and are only available in this setting. Please read carefully when adding to your inventory as other mods Biofoam options do not function as well or at all. Infantry engaging or expected to engage Elites or Spartans during operations are suggested to bring a decent amount of (HV, AP or Slug Ammunition) and to aim for the head. Elites or Spartans do not typically die quickly once unconscious from small arms fire best practice is to down enemy heavy infantry ensure sufficient damage and move on. --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: ODSTs: Spartan II: MRTR Crew: PRHT: 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 Size: 25GB
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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++ "Loose lips [might] sink ships." —Wartime propaganda slogan. The year is 1944 The Germans have been using the Air Field at Vinjesvingen in Occupied Norway to launch attacks on Allied shipping transiting the North Sea. Command has authorized a drop of US paratroopers into the area to neutralize the Air Field and remove the disruption to Allied shipping in the area. The Anti Air threat at the Air Field prevents a direct drop as such a drop will be conducted further to the north near FOB Abo. Paratroopers will secure vehicles from the FOB proceed south to the Air Field and neutralize it. Once the base has been secured all aircraft and infrastructure must be destroyed at which point nearby allied transports will move in to pickup the paratroops. ++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, CSA38 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) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @LurkerOne [Reg+] PLTN 2ic/Radioman (PLTN 2ic 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) @Melo 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) 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) @TrainDoctor [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) Douglas C-47 Skytrain (RPTR 1-1): RPTR Pilot/Commander (RPTR PILOT Tags, Officer) @Griffin68965 Douglas C-47 Skytrain (RPTR 1-2): KNGT Pilot (RPTR PILOT Tags, Officer) @Root --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and CSA 38 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 prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. 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 Axis 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
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until++MISSION BRIEFING++ "Your name is unknown. Your deed is immortal." —Tomb of the Unknown Soldier (Moscow). Video Pending... It has been nearly three months since Army Groups North, Center and South were ordered to commence offensive operations into Soviet-occupied Poland and it is now early Autumn. The Luftwaffe's continued campaign has devastated enemy infrastructure and air power and the enemy has wasted precious manpower on futile counter attracts. Command has relocated our unit to the assistance of Army Group North on its continued push through Soviet Territory and and its rapid approach of Leningrad. The Objective of this operation is the town of Kaaranmannikko which is currently serving as a hub for Soviet troops in the area. Friendly units are already pushing through this area so the primary focus for the platoon should be towards securing the town of Kaaranmannikko and eliminating Soviet troops in its area. To support in this operation command has allocated two Panzer IV Ausf Cs and in response to encounters with semi automatic rifles in Soviet possession command has chosen your platoon as a test bed for the new G-43 Rifle for immediate issue to ground elements. ++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, CSA38 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) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Radioman (PLTN 2ic TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Radioman (TL TAGS, NCO) @Root Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Alpha Squad Machine Gunner: (on the day) 1x Alpha Squad Machine Gunner Assistant: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 4x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Radioman (TL TAGS, NCO) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Bravo Squad Machine Gunner: (on the day) 1x Bravo Squad Machine Gunner Assistant: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 4x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Radioman (TL TAGS, NCO) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Charlie Squad Machine Gunner: (on the day) 1x Charlie Squad Machine Gunner Assistant: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 4x Charlie Squad Rifleman: (on the day) Panzerkampfwagen IV Ausf C (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @LurkerOne [NO TAGS] KNGT Gunner (KNGT Gunner Tags, Specialist) @L00_Cyph3r KNGT Driver (KNGT Driver Tags, Specialist) OPEN Panzerkampfwagen IV Ausf C (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) @Phanos KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and CSA 38 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 prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. Two G43 Rifles may be issued to each member of a squad at SL discretion. --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
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until++MISSION BRIEFING++ "No one foot of our land will be given to the enemy." —Joseph Stalin, July 3, 1941, In a radio address to the USSR. It has been nearly a month since Army Groups North, Center and South were ordered to commence offensive operations into Soviet-occupied Poland. The Luftwaffe's has devastated enemy infrastructure and air power and the enemy has wasted precious manpower on futile counter attracts. Command has relocated our unit to the assistance of Army Group Center on its continued push through Poland and its rapid approach of the USSR Border. The Objective of this operation is the town of Kurozweki which is currently serving as a hub for Soviet troops in the area. Friendly units are already pushing through this area so the primary focus for the platoon should be towards securing the town and eliminating Soviet troops in its area. To support in this operation command has allocated two Panzer IV Ausf Cs and air support is on standby in a Ju-87 Stuka. ++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, CSA38 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) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Radioman (PLTN 2ic 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) @Peterowsky 1x Alpha Squad Machine Gunner: (on the day) 1x Alpha Squad Machine Gunner Assistant: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 4x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Radioman (TL TAGS, NCO) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Bravo Squad Machine Gunner: (on the day) 1x Bravo Squad Machine Gunner Assistant: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 4x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Radioman (TL TAGS, NCO) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Charlie Squad Machine Gunner: (on the day) 1x Charlie Squad Machine Gunner Assistant: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 4x Charlie Squad Rifleman: (on the day) Panzerkampfwagen IV Ausf C (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @LurkerOne [NO TAGS] KNGT Gunner (KNGT Gunner Tags, Specialist) @AntiMatter [NO TAGS] KNGT Driver (KNGT Driver Tags, Specialist) OPEN Panzerkampfwagen IV Ausf C (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) @Monocled Badger [NO TAGS] KNGT Gunner (KNGT Gunner Tags, Specialist) @colt92 KNGT Driver (KNGT Driver Tags, Specialist) OPEN Junkers Ju 87 (RPTR 1-1): RPTR Pilot/Lead (RPTR Pilot Tags, Officer) @info RPTR Gunner (RPTR Pilot Tags, Specialist) @L00_Cyph3r --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and CSA 38 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 prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. --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
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untilThis event is hosted for the purpose of raising funds for the following charity. https://www.projecthope.org/crisis-in-ukraine-how-to-help/02/2022/ Donation Link: https://tiltify.com/@deltabacon/fk-gaming- stands-with-ukraine ++MISSION BRIEFING++ This event revolves around two player controlled fleets using the Naval Legends mod engaging and competing with one another over a series of game modes and challenges. This event is will include TvTvE elements meaning there will be a focus on fleet vs fleet engagements in the majority of game modes included in this event with some AI to engage for each side. Game modes will be selected on a voting basis and a description of each game mode will be made before each round of voting. Participation in this event and its game modes are À la carte and players may drop in and out before and after each round per their desire to keep playing or ability to join. Players however who reserve initial slots will be required to participate in at least the first round of the event. ++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, CSA38 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 in addition to the purposes of the game modes to be played during the course of the event. GAME MODES: Domination: Each Fleet must secure the majority of three objective areas to win the round. To Secure an objective area there must be at least one ship inside its capture zone. Each objective area must be held for 5x mins before capture is complete. In order to contest one team capturing an objective the opposing team must have at least one ship in the capture area. After each objective area is taken a new objective will be created to capture. If the entirety of either team is eliminated the round will automatically go to the opposing side. Skirmish: Locate and eliminate the entirety of the opposing fleet. If a single vessel is left on either side and engagement is not made within 5-10 mins the round will end with the win going to the fleet with the most ships. Respawns for each vessel lost respawn will be conducted 20 mins after death. Capital Capture: Each Fleet must eliminate the opposing fleets capital ship to win. If a single vessel is left on either side and engagement is not made within 5-10 mins the round will end with the win going to the fleet with the most ships. Respawns for each vessel lost respawn will be conducted 20 mins after death. ++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) ++US/UK SLOTTING++ US FLEET LR Radio: FLEET COM 69: ZEUS COM 67: FLEET FLAGSHIP - (HMS Hood): FLAGHQ Admiral (PLTN TAGS ONLY, Officer) @Legendo [NO TAGS] FLAGHQ Gunnery Officer (KNGT Gunner Tags, Officer) @colt92 FLAGHQ Helmsman (Regs+, Specialist) OPEN FLAGHQ Naval Surgeon (MEDIC TAGS, Specialist) OPEN ALPHA HEAVY DESTROYER- (USS Sims): ALPHA Captain (PLTN TAGS ONLY, Officer) OPEN ALPHA Gunnery Officer (KNGT Gunner Tags, Officer) @TheFantasticFlyingTaco [NO TAGS] ALPHA Helmsman (Regs+, Specialist) @Melo ALPHA Naval Surgeon (MEDIC TAGS, Specialist) OPEN BRAVO DESTROYER- (HMS Foxhound): BRAVO Captain (PLTN TAGS ONLY, Officer) OPEN BRAVO Gunnery Officer (KNGT Gunner Tags, Officer) OPEN BRAVO Helmsman (Regs+, Specialist) OPEN BRAVO Naval Surgeon (MEDIC TAGS, Specialist) OPEN CHARLIE DESTROYER- (HMS Foxhound): CHARLIE Captain (PLTN TAGS ONLY, Officer) OPEN CHARLIE Gunnery Officer (KNGT Gunner Tags, Officer) OPEN CHARLIE Helmsman (Regs+, Specialist) OPEN CHARLIE Naval Surgeon (MEDIC TAGS, Specialist) OPEN DELTA DESTROYER- (HMS Foxhound😞 DELTA Captain (PLTN TAGS ONLY, Officer) OPEN DELTA Gunnery Officer (KNGT Gunner Tags, Officer) OPEN DELTA Helmsman (Regs+, Specialist) OPEN DELTA Naval Surgeon (MEDIC TAGS, Specialist) OPEN RPTR AIR SQUADRON - (3x F6F Hellcat Interceptor OR 3x TBF Torpedo Bomber): RPTR Pilot/Lead (Fixed && Rotary Tags, Officer) @info RPTR Pilot (Fixed && Rotary Tags, Officer) @KingShibe [NO TAGS] RPTR Pilot (Fixed && Rotary Tags, Officer) @Root EXTRA CREW: 18x Crew (Any) DAY OF EVENT --US/UK SLOTTING-- ++JAPAN SLOTTING++ JAPAN FLEET LR Radio: FLEET COM 68: ZEUS COM 67: FLEET FLAGSHIP - (KMS Scharnhorst): FLAGHQ Admiral (PLTN TAGS ONLY, Officer) OPEN FLAGHQ Gunnery Officer (KNGT Gunner Tags, Officer) OPEN FLAGHQ Helmsman (Regs+, Specialist) @Conga Line of Neckbeards FLAGHQ Naval Surgeon (MEDIC TAGS, Specialist) OPEN ALPHA HEAVY DESTROYER- (IJN Fubuki): ALPHA Captain (PLTN TAGS ONLY, Officer) @AngryScottishMan ALPHA Gunnery Officer (KNGT Gunner Tags, Officer) OPEN ALPHA Helmsman (Regs+, Specialist) OPEN ALPHA Naval Surgeon (MEDIC TAGS, Specialist) OPEN BRAVO DESTROYER- (IJN Mutsuki): BRAVO Captain (PLTN TAGS ONLY, Officer) OPEN BRAVO Gunnery Officer (KNGT Gunner Tags, Officer) OPEN BRAVO Helmsman (Regs+, Specialist) OPEN BRAVO Naval Surgeon (MEDIC TAGS, Specialist) OPEN CHARLIE DESTROYER- (IJN Mutsuki): CHARLIE Captain (PLTN TAGS ONLY, Officer) OPEN CHARLIE Gunnery Officer (KNGT Gunner Tags, Officer) OPEN CHARLIE Helmsman (Regs+, Specialist) OPEN CHARLIE Naval Surgeon (MEDIC TAGS, Specialist) OPEN DELTA DESTROYER- (IJN Mutsuki😞 DELTA Captain (PLTN TAGS ONLY, Officer) OPEN DELTA Gunnery Officer (KNGT Gunner Tags, Officer) OPEN DELTA Helmsman (Regs+, Specialist) OPEN DELTA Naval Surgeon (MEDIC TAGS, Specialist) OPEN RPTR AIR SQUADRON - (3x A6M2 Zero Interceptor OR 3x Nakajima B5N Torpedo Bomber): RPTR Pilot/Lead (Fixed && Rotary Tags, Officer) @riccardi48 RPTR Pilot (Fixed && Rotary Tags, Officer) @L00_Cyph3r [NO TAGS] RPTR Pilot (Fixed && Rotary Tags, Officer) @AntiMatter [NO TAGS] EXTRA CREW: 18x Crew (Any) DAY OF EVENT ++JAPAN SLOTTING++ --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and CSA 38 mods may be used within the mission. Night vision equipment is prohibited. BFT will be disabled and unit map markers removed. GPS Devices may still be taken. Weapons in the primary weapons slot are prohibited. Only Ship Captains are permitted to carry LR Radios. Intentional Kamikaze Strikes whether by ship or by air are considered intentional mission disruption and will be punished accordingly. Enemy Airfields may not be attacked unless explicitly allowed by the Active Zeus/Command. --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 medics with the lower carry capacity of the equipment present within these missions each vessel will have its inventory filled with medical supplies. --NOTES-- ++EQUIPMENT US/UK++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Uniforms and Vests are already applied for each class and do not need modification unless otherwise specified in equipment lists. Admiral/Captain: Medic: Crew: RPTR Crew: --EQUIPMENT US/UK-- ++EQUIPMENT Japan++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Uniforms and Vests are already applied for each class and do not need modification. Admiral/Captain: Medic: Crew: RPTR Crew: --EQUIPMENT Japan-- 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++ "If Hitler invaded Hell, I would at least make a favourable reference to the Devil". —Winston Churchill Saturday, 21 June 1941. Three hours ago the combined elements of Army Groups North, Center and South were ordered to commence offensive operations into Soviet-occupied Poland. The Luftwaffe has commenced its bombing campaign and assured total Air superiority for the duration of the operation. Our orders are to secure the river crossings along the Py river in Baranow and to defeat Soviet units guarding the approach to the designated crossing area. Soviet forces have concentrated their defence around the town of Little Wawel and the surrounding area with a light armoured presence and infantry with little motorized or mechanized support. To achieve this operation two Panzerkampfwagen IV Ausf Cs have been assigned to your platoon as well as support from the Luftwaffe in a Ju-87 Stuka. ++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, CSA38 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) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @LurkerOne [NO TAGS] PLTN 2ic/Radioman (PLTN 2ic TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @Servok Alpha Radioman (TL TAGS, NCO) @Melo [NO TAGS] Alpha Squad Medic (MEDIC TAGS, Specialist) @Peterowsky 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) @KingShibe [NO TAGS] Bravo Radioman (TL TAGS, NCO) @Colek [NO TAGS] Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Bravo Squad Machine Gunner: (on the day) 1x Bravo Squad Machine Gunner Assistant: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 4x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Radioman (TL TAGS, NCO) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN 1x Charlie Squad Machine Gunner: (on the day) 1x Charlie Squad Machine Gunner Assistant: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 4x Charlie Squad Rifleman: (on the day) Panzerkampfwagen IV Ausf C (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) @colt92 KNGT Gunner (KNGT Gunner Tags, Specialist) @L00_Cyph3r KNGT Driver (KNGT Driver Tags, Specialist) @OneMadPanda Panzerkampfwagen IV Ausf C (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) @Silberjojo KNGT Gunner (KNGT Gunner Tags, Specialist) @Conga Line of Neckbeards KNGT Driver (KNGT Driver Tags, Specialist) @Yung_Cider [NO TAGS] Junkers Ju 87 (RPTR 1-1): RPTR Pilot/Lead (RPTR Pilot Tags, Officer) @riccardi48 RPTR Gunner (RPTR Pilot Tags, Specialist) @P057code [NO TAGS] --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and CSA 38 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 prohibited. Rifle Grenades are permitted to be taken by one member of each Squad. Only PLTHQ, Squad Leads and Team Leads are permitted whistles. --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 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 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
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until++MISSION BRIEFING++ "Helsreach this is the Crusader we are breaking from the planet the orbital war is lost . . . Hell is coming brother . . . " —High Marshal Helbrecht aboard the Eternal Crusader in Armaggedon Orbit, Transmission to Reclusiarch Grimaldus 998.M41 As of 6 hours ago the combined elements of Battlefleet Armageddon and the Astartes Elements remaining in orbit have retreated from Armageddon in a fighting withdrawal. Greenskin lander craft charitably called as such have been raining down across much of the southern Kintyre peninsula. As of this moment, Greenskin forces have been contained for the most part have been contained to the south. This will inevitably change in the face of enemy numbers and continued landings in the surrounding area. For now, arms and materiel continue to pour into Hive Helsreach via Campbell Town a vital supply port to and has been assigned vital importance to its the defence of Helsreach high command. For now, your platoons orders are to defend towards the Southwest of Campbell town and defend the primary route leading to the city "Affectionately" named by the men "Hells Highway"... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Warhammer 40k Universe. The mission will be making use of the Arma 3 mods There is Only War, Imperial Conquest and Improved Melee System which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to Warhammer 40k/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the 40k universe. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role,(Tag Required, Rank Associated) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Commissar (PLTN 2ic TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Steel Legion) Alpha Squad Lead (SL TAGS, Officer) @Servok Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (on the day) BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer): @Whitelock [NO TAGS] Bravo Squad Medic (MEDIC TAGS, Specialist) @Bashfulvideos Bravo Squad Team Leader (TL TAGS, NCO) OPEN 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (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 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) DELTA SQUAD (Kasrkin) Delta Kasrkin Squad Lead (SL TAGS, Officer) @Silberjojo Delta Kasrkin Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Kasrkin Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin : (on the day) ECHO CRUSADER SQUAD (Astartes) (10 Equipment Points) Echo Sword Brother (Squad Lead) (SL TAGS) @OneMadPanda Echo Squad Apothecary (MEDIC TAGS) @SilentGunner13 Echo Squad Initiate (Regs+) @Melo Echo Squad Initiate (Regs+) @TheFantasticFlyingTaco Echo Squad Initiate (Regs+) @AngryScottishMan Astartes Equipment Guide: Knight Errant of House Mortan (Stormseer) KNGT Pilot/Lead (KNGT Commander Tags, Officer) @colt92 KNGT Mechanicus Maintenance Adept (Regs+, Specialist) @LurkerOne KNGT Mechanicus Maintenance Adept (Regs+, Specialist) @Fred --SLOTTING-- ++RESTRICTIONS++ Looting of enemy primary weapons is prohibited. Rifleman mag size limit raised to 60 rounds per magazine for those without Las weaponry. Rifleman mag size limit removed for those with Las weaponry. Riflemen Limit for bandages is increased to 8x. Flamers(Flamethrowers) are prohibited in mission. Explosive Ammunition, Inferno Rounds or other non-standard ammunition may be taken only if explicit permission is given by the Event Owner. PLTN Commander, PLTN 2ic/Commissar, Squad Leads, Asset Leads, and Asset Crews may take invisible radio backpacks for aesthetic purposes. PLTN Commander only with Dual authorization of the acting PLTN Commissar may order the Full Advance/Charge of the Platoon. Only One ShockTrooper per squad may take from the provided ShockTrooper Weaponry. Only one Meltabomb may be taken by per squad. Plasma Gun Bearers may only take up to three overcharged plasma flasks. PLTN Members are permitted to take only 2x FRAG and 2x KRAK Grenades per person out of the spawn area. PLTN Commissar is permitted to bring a melee weapon or a secondary firearm in their inventory. ASTARTES Elements are independent of PLTHQ Command however may be requested to assist the platoon in particular actions. ASTARTES Elements are permitted to take thermal compatible scopes and vision devices. --RESTRICTIONS-- ++NOTES++ PLTN Commissar is responsible for the moral and mental well being of the platoon. (Note: This can be done via RP if desired EX: Extoll the glory of the imperium, Deride the Enemy, Inspire otherwise keep an eye on the state of the Platoon EX: Bring Resupplies to the troops, hand out "Medals" etc). 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. The Imperial Conquest Mod Weaponry Muzzle attached bayonets do function as stated in note #3. Where roles overlap (EX: A Medic in a Kasrkin Squad) they may choose from both equipment lists. Whilst the environment of the 40k setting may cause some to believe the mission to be less serious. Outright reckless actions that disrupt the mission flow/enjoyment for others will be treated as mission disruption and be punished accordingly. To assist medics with the statistically higher rate of injury present within these missions medical settings will be changed to reduce PAK and STITCH times and PLTNHQ will be given at the beginning of the mission medical supplies to distribute throughout the mission. ASTARTES Squads operate by a points system to configure squad structure and equipment found HERE. ASTARTES are recommended to take a "No Head" Option in the Face options of the arsenal to avoid technical issues with the ASTARTES head appearing below their legs. Any Missions which include ASTARTES Elements will have stamina disabled for technical reasons. ORK Nobz ARE NOT killed by raw damage but by VOLUME FIRE as they do not take standard ACE damage and instead have a fixed health pool. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead, Squad Leads: Squad Leads(Steel Legion): Commissar: FAC, RTO, Team Leads: Imperial Knight Pilot: KNGT Crew: Mechanicus Maintenance Adept: Kasrkin: ShockTroopers: Medics: Steel Legionaries: Guardsmen: 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++ "Helsreach this is the Crusader we are breaking from the planet the orbital war is lost . . . Hell is coming brother . . . " —High Marshal Helbrecht aboard the Eternal Crusader in Armaggedon Orbit, Transmission to Reclusiarch Grimaldus 998.M41 As of 6 hours ago the combined elements of Battlefleet Armageddon and the Astartes Elements remaining in orbit have retreated from Armageddon in a fighting withdrawal. Greenskin lander craft charitably called as such have been raining down across much of the southern Kintyre peninsula. As of this moment, Greenskin forces have been contained for the most part have been contained to the south. This will inevitably change in the face of enemy numbers and continued landings in the surrounding area. For now, arms and materiel continue to pour into Hive Helsreach via Campbell Town a vital supply port to and has been assigned vital importance to its the defence of Helsreach high command. For now, your platoons orders are to defend towards the Southwest of Campbell town and defend the primary route leading to the city "Affectionately" named by the men "Hells Highway"... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Warhammer 40k Universe. The mission will be making use of the Arma 3 mods There is Only War, Imperial Conquest and Improved Melee System which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to Warhammer 40k/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the 40k universe. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role,(Tag Required, Rank Associated) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Commissar (PLTN 2ic TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Steel Legion) Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (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 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (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 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) DELTA SQUAD (Kasrkin) Delta Kasrkin Squad Lead (SL TAGS, Officer) OPEN Delta Kasrkin Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Kasrkin Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin : (on the day) ECHO CRUSADER SQUAD (Astartes) (10 Equipment Points) Echo Sword Brother (Squad Lead) (SL TAGS) OPEN Echo Squad Apothecary (MEDIC TAGS) OPEN Echo Squad Devastator (Regs+) OPEN Echo Squad Initiate (Regs+) OPEN Echo Squad Initiate (Regs+) OPEN Astartes Equipment Guide: Knight Errant of House Mortan (Stormseer😞 KNGT Pilot/Lead (KNGT Commander Tags, Officer) OPEN KNGT Mechanicus Maintenance Adept (Regs+, Specialist) OPEN KNGT Mechanicus Maintenance Adept (Regs+, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Looting of enemy primary weapons is prohibited. Rifleman mag size limit raised to 60 rounds per magazine for those without Las weaponry. Rifleman mag size limit removed for those with Las weaponry. Riflemen Limit for bandages is increased to 8x. Flamers(Flamethrowers) are prohibited in mission. Explosive Ammunition, Inferno Rounds or other non-standard ammunition may be taken only if explicit permission is given by the Event Owner. PLTN Commander, PLTN 2ic/Commissar, Squad Leads, Asset Leads, and Asset Crews may take invisible radio backpacks for aesthetic purposes. PLTN Commander only with Dual authorization of the acting PLTN Commissar may order the Full Advance/Charge of the Platoon. Only One ShockTrooper per squad may take from the provided ShockTrooper Weaponry. Only one Meltabomb may be taken by per squad. Plasma Gun Bearers may only take up to three overcharged plasma flasks. PLTN Members are permitted to take only 2x FRAG and 2x KRAK Grenades per person out of the spawn area. PLTN Commissar is permitted to bring a melee weapon or a secondary firearm in their inventory. ASTARTES Elements are independent of PLTHQ Command however may be requested to assist the platoon in particular actions. ASTARTES Elements are permitted to take thermal compatible scopes and vision devices. --RESTRICTIONS-- ++NOTES++ PLTN Commissar is responsible for the moral and mental well being of the platoon. (Note: This can be done via RP if desired EX: Extoll the glory of the imperium, Deride the Enemy, Inspire otherwise keep an eye on the state of the Platoon EX: Bring Resupplies to the troops, hand out "Medals" etc). 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. The Imperial Conquest Mod Weaponry Muzzle attached bayonets do function as stated in note #3. Where roles overlap (EX: A Medic in a Kasrkin Squad) they may choose from both equipment lists. Whilst the environment of the 40k setting may cause some to believe the mission to be less serious. Outright reckless actions that disrupt the mission flow/enjoyment for others will be treated as mission disruption and be punished accordingly. To assist medics with the statistically higher rate of injury present within these missions medical settings will be changed to reduce PAK and STITCH times and PLTNHQ will be given at the beginning of the mission medical supplies to distribute throughout the mission. ASTARTES Squads operate by a points system to configure squad structure and equipment found HERE. ASTARTES are recommended to take a "No Head" Option in the Face options of the arsenal to avoid technical issues with the ASTARTES head appearing below their legs. Any Missions which include ASTARTES Elements will have stamina disabled for technical reasons. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead, Squad Leads: Squad Leads(Steel Legion): Commissar: FAC, RTO, Team Leads: KNGT Crew: Kasrkin: ShockTroopers: Medics: Steel Legionaries: Guardsmen: 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++ Grimaldus: "Princeps Zarha Helsreach calls for you . . . will you walk?" . . . Zarha: "Invigilata . . . will walk . . . " —Reclusiarch Merek Grimaldus and Princeps Majoris Zarha Mancion, Meeting between the Black Templars and Legio Invigilata 998.M41 9 Days...these are our best estimates for the time in which our void borne forces will be able to delay the enemy planetfall following the fighting withdrawal of Battlefleet Armaggedon and The Astartes battlegroups in the void the enemy will be able to land wherever and whatever they please. In preparation for this climactic struggle, the surface of Armageddon must be secured in its totality the Mechanicus has reported that one of their field sites has come under the attack of ash waste gangers and rogue pdf troops and do not wish to risk their Titans before the coming struggle. Your forces are hereby ordered to move south and relieve the Mechanicus FOB and retake control of nearby Guard outposts in preparation for the coming battle. Move swiftly men...we are running out of time. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Warhammer 40k Universe. The mission will be making use of the Arma 3 mods There is Only War, Imperial Conquest and Improved Melee System which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to Warhammer 40k/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the 40k universe. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role,(Tag Required, Rank Associated) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Commissar (PLTN 2ic TAGS, Officer) OPEN PLTN RTO (RTO TAGS, Specialist) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (Steel Legion😞 Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (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 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (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 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) DELTA SQUAD (Kasrkin😞 Delta Kasrkin Squad Lead (SL TAGS, Officer) OPEN Delta Kasrkin Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Kasrkin Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin : (on the day) ECHO CRUSADER SQUAD (Astartes😞 Echo Sword Brother (SL TAGS) OPEN Echo Squad Apothecary (MEDIC TAGS) OPEN Echo Squad Initiate (Regs+) OPEN Echo Squad Initiate (Regs+) OPEN Echo Squad Initiate (Regs+) OPEN --SLOTTING-- ++RESTRICTIONS++ Looting of enemy primary weapons is prohibited. Rifleman mag size limit raised to 60 rounds per magazine for those without Las weaponry. Rifleman mag size limit removed for those with Las weaponry. Riflemen Limit for bandages is increased to 8x. Flamers(Flamethrowers) are prohibited in mission. Explosive Ammunition, Inferno Rounds or other non-standard ammunition may be taken only if explicit permission is given by the Event Owner. PLTN Commander, PLTN 2ic/Commissar, Squad Leads, Asset Leads, and Asset Crews may take invisible radio backpacks for aesthetic purposes. PLTN Commander only with Dual authorization of the acting PLTN Commissar may order the Full Advance/Charge of the Platoon. Only One ShockTrooper per squad may take from the provided ShockTrooper Weaponry. Only one Meltabomb may be taken by per squad. PLTN Members are permitted to take only 2x FRAG and 2x KRAK Grenades per person out of the spawn area. PLTN Commissar is permitted to bring a melee weapon or a secondary firearm in their inventory. --RESTRICTIONS-- ++NOTES++ PLTN Commissar is responsible for the moral and mental well being of the platoon. (Note: This can be done via RP if desired EX: Extoll the glory of the imperium, Deride the Enemy, Inspire otherwise keep an eye on the state of the Platoon EX: Bring Resupplies to the troops, hand out "Medals" etc). 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. The Imperial Conquest Mod Weaponry Muzzle attached bayonets do function as stated in note #3. Where roles overlap (EX: A Medic in a Kasrkin Squad) they may choose from both equipment lists. Whilst the environment of the 40k setting may cause some to believe the mission to be less serious. Outright reckless actions that disrupt the mission flow/enjoyment for others will be treated as mission disruption and be punished accordingly. To assist medics with the statistically higher rate of injury present within these missions medical settings will be changed to reduce PAK and STITCH times and PLTNHQ will be given at the beginning of the mission medical supplies to distribute throughout the mission. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead, Squad Leads: Commissar: FAC, RTO, Team Leads: KNGT Crew: Kasrkin: ShockTroopers: Medics: Guardsmen: 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 walked the broken battlefields until my boots were wet with blood. I am not ashamed to say that I cried salt tears onto the earth as the scale of the devastation crushed my spirit. All around me were the pitiful moans of those who fell in that titanic confrontation. Helsreach was my baptism. I walked from it a changed man." —General Brost Jagg of the VII Armageddon Hive Rats 999.M41 It has been exactly 57 standard years since the Second War for Armageddon and the attempt by Ork Warboss Ghazghkull Mag Uruk Thraka to seize the planet of Armageddon in an apocalyptic WAAAGH! which brought ruin to much of the planets infrastructure, heavy industry and population. Since the previous war, Ghazghkull has not been idle after decades of planning and testing Imperial defences and succeeded in unifying dozens of Ork tribes and even contingents from several different Ork empires, a level of unity among the greenskins that had never been faced by the Imperium before. Ghazghkull has returned 57 years to the day for his long sought after rematch. The massive trade and industrial output of Armageddon makes it a vital part of the Imperium, particularly for the tightly settled worlds of the Segmentum Solar, the very heart of human-settled space and has been placed at high priority for its defence. In preparation for this climactic struggle, the surface of Armageddon must be secured in its totality the forces of the Disgraced former Planetary Governor Herman von Strab still control some areas of the planet and refuse to comply with The Governing Council of Armageddon. These forces must be eliminated before the construction of anti-orbital batteries in the area can commence and must be eliminated with all possible expediency The Emperor Protects... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Warhammer 40k Universe. The mission will be making use of the Arma 3 mods There is Only War, Imperial Conquest and Improved Melee System which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to Warhammer 40k/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the 40k universe. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role,(Tag Required, Rank Associated) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) @LurkerOne [NO TAGS] PLTN 2ic/Commissar (PLTN 2ic TAGS, Officer) @colt92 [ARMOR LEAD TAGS] PLTN RTO (RTO TAGS, Specialist) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) @Fred [NO TAGS] Alpha Squad Medic (MEDIC TAGS, Specialist) @Melo Alpha Squad Team Leader (TL TAGS, NCO) @Rtiler96 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (on the day) Alpha Squad Team Leader (TL TAGS, NCO) OPEN 1x Alpha Squad ShockTrooper: (on the day) 2x Alpha Squad Guardsmen: (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 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (on the day) Bravo Squad Team Leader (TL TAGS, NCO) OPEN 1x Bravo Squad ShockTrooper: (on the day) 2x Bravo Squad Guardsmen: (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 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) Charlie Squad Team Leader (TL TAGS, NCO) OPEN 1x Charlie Squad ShockTrooper: (on the day) 2x Charlie Squad Guardsmen: (on the day) DELTA SQUAD (Kasrkin): Delta Kasrkin Squad Lead (SL TAGS, Officer) @Silberjojo Delta Kasrkin Squad Medic (MEDIC TAGS, Specialist) @Myshinka_ Delta Kasrkin Squad Team Leader (TL TAGS, NCO) @Prometheus13 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin: (on the day) Delta Squad Team Leader (TL TAGS, NCO) OPEN 1x Delta Squad Kasrkin ShockTrooper: (on the day) 2x Delta Squad Kasrkin : (on the day) Leman Russ Vanquisher (KNGT 1-1): KNGT Commander/Lead (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) @Jacob_Waltz KNGT Hull Gunner (KNGT Gunner Tags, Specialist) @SAUCEGODISHALL KNGT Driver (KNGT Driver Tags, Specialist) @L00_Cyph3r Leman Russ Vanquisher (KNGT 1-2): KNGT Commander (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) OPEN KNGT Hull Gunner (KNGT Gunner Tags, Specialist) OPEN KNGT Driver (KNGT Driver Tags, Specialist) OPEN --SLOTTING-- ++RESTRICTIONS++ Looting of enemy primary weapons is prohibited. Rifleman mag size limit raised to 60 rounds per magazine for those without Las weaponry. Rifleman mag size limit removed for those with Las weaponry. Riflemen Limit for bandages is increased to 8x. Flamers(Flamethrowers) are prohibited in mission. Explosive Ammunition, Inferno Rounds or other non-standard ammunition may be taken only if explicit permission is given by the Event Owner. PLTN Commander, PLTN 2ic/Commissar, Squad Leads, Asset Leads, and Asset Crews may take invisible radio backpacks for aesthetic purposes. PLTN Commander only with Dual authorization of the acting PLTN Commissar may order the Full Advance/Charge of the Platoon. Only One ShockTrooper per squad may take from the provided ShockTrooper Weaponry. Only one Meltabomb may be taken by per squad. PLTN Members are permitted to take only 2x FRAG and 2x KRAK Grenades per person out of the spawn area. PLTN Commissar is permitted to bring a melee weapon or a secondary firearm in their inventory. --RESTRICTIONS-- ++NOTES++ PLTN Commissar is responsible for the moral and mental well being of the platoon. (Note: This can be done via RP if desired EX: Extoll the glory of the imperium, Deride the Enemy, Inspire otherwise keep an eye on the state of the Platoon EX: Bring Resupplies to the troops, hand out "Medals" etc). 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. The Imperial Conquest Mod Weaponry Muzzle attached bayonets do function as stated in note #3. Where roles overlap (EX: A Medic in a Kasrkin Squad) they may choose from both equipment lists. Whilst the environment of the 40k setting may cause some to believe the mission to be less serious. Outright reckless actions that disrupt the mission flow/enjoyment for others will be treated as mission disruption and be punished accordingly. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead, Squad Leads: Uniform: Cadian Fatigues (green). Cadian Fatigues w. Greaves (green). Vest: Officer Flak Armor (green). Light Flak Armor (green). Flak Armor (green). Flak Armor w. Bandolier (green). Helmet: Officer Cap (green). Cadian Helmet (green). Primary: M36 Kantrael Lasgun/Rifle. Voss Pattern Lasgun. Agripinaa Ptrn. Type III Autogun. Combat Shotgun. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Bolt Pistol (Decorated && Non-Decorated). Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. Power Sword 1. Power Sword 2. Power Maul. Commissar: Uniform: Commissar Uniform. Vest: Melee Holster. Helmet: Commissar Cap. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Bolt Pistol (Decorated && Non-Decorated). Stub Pistol. Plasma Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. Power Sword 1. Power Sword 2. Power Maul. Commissar Power Saber. FAC, RTO, Team Leads: Uniform: Cadian Fatigues (green). Cadian Fatigues w. Greaves (green). Vest: Light Flak Armor (green). Flak Armor (green). Flak Armor w. Bandolier (green). Helmet: Cadian Helmet (green). Primary: M36 Kantrael Lasgun/Rifle. Voss Pattern Lasgun. Agripinaa Ptrn. Type III Autogun. Combat Shotgun. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Bolt Pistol (Non-Decorated). Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. KNGT Crew: Uniform: Crew Fatigues (green). Crew Fatigues (green, shirt). Vest: Flakweave Vest. Helmet: Tanker Cap. Primary: M36 Kantrael Lasgun/Rifle. Voss Pattern Lasgun. Agripinaa Ptrn. Type III Autogun. Combat Shotgun. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. Kasrkin: Uniform: Cadian Fatigues (green). Vest: Kasrkin Carapace Armor (green). Helmet: Kasrkin Helmet (green). Backpack: Kasrkin Power Pack (green). Primary: Ryza Pattern Hellgun. DMR: Longlas. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Bolt Pistol (Non-Decorated). Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. ShockTroopers: Uniform: Cadian Fatigues w. Greaves (green). Vest: Light Flak Armor (green). Flak Armor (green). Flak Armor w. Bandolier (green). Helmet: Cadian Heavy Helmet (green). Primary: M35 Magnacore Pattern Plasmagun. Grenade Launcher. Meltagun. M36 Kantrael Lasgun/Rifle. Voss Pattern Lasgun. Combat Shotgun. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Bolt Pistol (Non-Decorated). Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. Medics: Uniform: Cadian Fatigues (green). Vest: Medicae Flak Armor (green). Helmet: Medicae Cadian Helmet. Primary: M36 Kantrael Lasgun/Rifle. Voss Pattern Lasgun. Agripinaa Ptrn. Type III Autogun. Combat Shotgun. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. Guardsmen: Uniform: Cadian Fatigues (green). Vest: Light Flak Armor (green). Flak Armor (green). Flak Armor w. Bandolier (green). Helmet: Cadian Helmet (green). Primary: M36 Kantrael Lasgun/Rifle. Voss Pattern Lasgun. Agripinaa Ptrn. Type III Autogun. Combat Shotgun. DMR: Longlas. Secondary: Kantrael Pattern Laspistol. Kantrael MG Defender Laspistol. Stub Pistol. Melee: Chainsword. Chainsword 2. Sapper Shovel. Launcher: Death Korps Missile Launcher. Cadian Rocket Launcher. Accatran AT Launcher. Accatran AA Launcher. General Equipment: NVGs: Photo-Visor. Bionic Eye (Basic). Bionic Eye #2(Basic). Facewear: [Imperium] Rebreather (green). [Imperium] Rebreather (white). Long Range Radio Backpack: Vox Caster. --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++ "In our bones, we knew the war was almost over. The galaxy held its breath, waiting to see which side would make the final, daring move. As fortune would have it, the Republic moved first. After the Chancellor informed the Jedi Council that General Grievous and the Sep leaders were hiding on Utapau, General Kenobi gathered an army large enough to capture three star systems. When the orders reached the 501st, our morale soared. For better or worse, this would be the beginning of the end." ―Anonymous 501st clone trooper 19 BBY "not even you can see into hyperspace, Sev" After three years of fighting, the Galactic Republic has begun to gain an advantage over the Confederacy of Independent Systems, many of whose leaders are now dead, with the most recent being founding Head of State Count Dooku. Republic Clone Intelligence has now managed to discover the location of General Grievous, who succeeded Dooku as Head of State. Jedi General Obi-Wan Kenobi has in response organized a fleet of Venator-class Star Destroyers carrying an army of clones large enough to capture three star systems and dispatched to the Utapau system to bring this war to a swift end. We must for our part in this operation capture a droid resupply and logistics Centre critical to the CISs capacity to mount a defense on the planet. With any luck this conflict will soon be over... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Clone Wars in the Star Wars Universe. The mission will be making use of the Arma 3 mods Star Wars Opposition, Legion Studios Base and 3AS 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 Clone Wars Era/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 Clone Wars. This mission itself will be composed of two phases Phase I will resemble that of a normal mission which will include players all being on the same side clearing the assigned objectives and working together as a cohesive unit. In the following Phase II there depending on the choices of critical elements (See Below) will be a varying degree of TvT during which the opposing sides will receive differing objectives and goals of which they will be briefed prior to mission start as to what options and actions may be taken in the second Phase and when it will start. Any actions or preparations by either side prior to Phase II which are overtly intended to gain an advantage over the other side prior to the start of hostilities will be treated as premeditated intentional friendly fire and treated as such. Factions Phase I: Clones (BLUFOR) Jedi (BLUFOR) Mandalorians (BLUFOR) CIS (OPFOR) Factions Phase II: Clones (BLUFOR) Jedi (INDFOR) Mandalorians (Unknown) CIS (OPFOR) ++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) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Runner (PLTN 2ic TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN Jedi (Any Leadership Element Tag) 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 Team Leader (TL TAGS, NCO) OPEN 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 Team Leader (TL TAGS, NCO) OPEN 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 Team Leader (TL TAGS, NCO) OPEN DELTA SQUAD (5x Man Mandalorian Contractor Group): Delta Squad Sergeant (SL TAGS, Officer) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Squad Heavy Gunner (Regs+, NCO) OPEN Delta Squad Warrior (Regs+, NCO) OPEN Delta Squad Warrior (Regs+, NCO) OPEN --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 101st - . 212th - . JLTS - . Looting of enemy primary weapons and equipment is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. All weapons , uniforms, vests, helmets and other equipment from the SWOP mod - are prohibited. Launcher Carriers, Designated Marksmen and Medics are considered specialists. Individuals may not take vests inappropriate to their rank. Pauldrons are to be worn by authorized individuals only or by ARC troops. PLTN HQ. Asset Leads. Squad Leads [SL Only]. ARC Troops. AutoRiflemen, MachineGunners, MAT Bearers may take the Clone Heavy Gunner Vest && Clone Heavy Vest if desired. AutoRiflemen, MachineGunners, MAT Bearers and DMR Carriers are considered Specialists and may take the Clone Trooper Specialist Vest if desired. One squad energy shield is permitted per squad and no more. Two personal energy shields or hand held riot shields are permitted per squad and no more. Rifleman mag size limit raised to 60 rounds per magazine. HAT and Chain guns Limited to Designated heavy weapons teams. --RESTRICTIONS-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless specified remain in effect for this mission. Uniform: Phase II 501st Legion Clone Trooper Armor. Helmet: Phase II 501st Legion Clone Trooper Helmet. Rifles: DC-15A. DC-15S. DC-15C. Westar M-5 (ARC only) Secondary: DC-17. Machine Guns: Z-6 rotary blaster cannon. Auto Rifles: DC-15L. DC-15SAW. DC-15A Mod 0. Shotguns: DP-23 Shotgun. Designated Marksman Rifles: DC-15X. DC-15A Long. DW-32s Valken-38x DC-15XM. Jet Trooper Grenade Launcher: RD-4 Radiation Cannon. MAT: RPS-6. HAT: PLX-1. Pauldrons: Color: Respective to the legion being played, An ARC playing a non-ranked role must take non-colored pauldrons. Permitted Roles: Squad Leads [SL Only], Platoon Leader, Platoon HQ, Asset Leads, ARC Troops. Note: Double Sided Pauldrons are restricted to all except ARC Troopers. --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++ "On Felucia, the Seps dug their metal heels into the muck of that alien hellhole and dared the Republic to come in after them. So we did, only to be met with the month after month of flesh-eating diseases, shrieking nocturnal predators and other sights that haunt me to this day." ―Anonymous 501st clone trooper 19 BBY "not even you can see into hyperspace, Sev" As part of the ongoing campaign on Felucia, your platoon is tasked with securing a major separatist base located on a plateau south-west of your current position. General Aayla Secura will be conducting a diversionary strike to the south to draw the bulk of the Separatist field army away from their base to allow for this attack to take place. The approach to the base is through a dense portion of the surrounding jungle and there have been reports of Trandoshan mercenaries operating in the surrounding area in addition to reports of hostiles wildlife having attacked several of our patrols. Caution is advised. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Clone Wars in the Star Wars Universe. The mission will be making use of the Arma 3 mods Star Wars Opposition, Legion Studios Base and 3AS 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 Clone Wars Era/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 Clone Wars. ++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) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Runner (PLTN 2ic TAGS, Officer) OPEN PLTN RTO (RTO TAGS, Specialist) @LurkerOne PLTN Medic (MEDIC TAGS, Specialist) OPEN ALPHA SQUAD (ARC): Alpha Squad Lead (SL TAGS, Officer) @Servok Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, Corporal) @Veagance Alpha Squad Team Leader (TL TAGS, Corporal) @Resurge [NO TAGS] BRAVO SQUAD: Bravo Squad Lead (SL TAGS, NCO) @Silberjojo Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, Corporal) @TheFantasticFlyingTaco [NO TAGS] Bravo Squad Team Leader (TL TAGS, Corporal) OPEN CHARLIE: SQUAD: Charlie Squad Lead (SL TAGS, NCO) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, Corporal) @EpsilonNiner [NO TAGS] Charlie Squad Team Leader (TL TAGS, Corporal) OPEN DELTA SQUAD: Delta Squad Lead (SL TAGS, NCO) OPEN Delta Squad Medic (MEDIC TAGS, Specialist) OPEN Delta Squad Team Leader (TL TAGS, Corporal) OPEN Delta Squad Team Leader (TL TAGS, Corporal) OPEN TX-130 Saber-class fighter tank (KNGT 1-1): KNGT Commander (KNGT Commander Tags, Officer) OPEN KNGT Gunner (KNGT Gunner Tags, Specialist) @info KNGT Driver (KNGT Driver Tags, Specialist) @Wheezy TX-130 Super-Saber-class fighter tank (KNGT 1-2): KNGT Commander/Gunner (KNGT Commander Tags, Officer) @colt92 KNGT Driver (KNGT Driver Tags, Specialist) @L00_Cyph3r --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 101st - . 212th - . JLTS - . Looting of enemy primary weapons and equipment is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. All weapons , uniforms, vests, helmets and other equipment from the SWOP mod - are prohibited. Launcher Carriers, Designated Marksmen and Medics are considered specialists. Individuals may not take vests inappropriate to their rank. Pauldrons are to be worn by authorized individuals only or by ARC troops. PLTN HQ. Asset Leads. Squad Leads [SL Only]. ARC Troops. One squad energy shield is permitted per squad and no more. Two personal energy shields or hand held riot shields are permitted per squad and no more. Rifleman mag size limit raised to 60 rounds per magazine. --RESTRICTIONS-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless specified remain in effect for this mission. Uniform: Phase II 501st Legion Clone Trooper Armor. Helmet: Phase II 501st Legion Clone Trooper Helmet. Rifles: DC-15A. DC-15S. DC-15C. Westar M-5 (ARC only) Secondary: DC-17. Machine Guns: Z-6 rotary blaster cannon. Auto Rifles: DC-15L. DC-15SAW. DC-15A Mod 0. Shotguns: DP-23 Shotgun. Designated Marksman Rifles: DC-15X. DC-15A Long. DW-32s Valken-38x DC-15XM. Jet Trooper Grenade Launcher: RD-4 Radiation Cannon. MAT: RPS-6. HAT: PLX-1. Pauldrons: Color: Respective to the legion being played, An ARC playing a non-ranked role must take non-colored pauldrons. Permitted Roles: Squad Leads [SL Only], Platoon Leader, Platoon HQ, Asset Leads, ARC Troops. Note: Double Sided Pauldrons are restricted to all except ARC Troopers. --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset