ALL MISSIONS

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Operation Bushmaster | Electron-39
whatever9616 whatever9616 Standard Approved

SITREP The start of the annual Electron exercises. US Forces train with the Livonian Defense Force to project NATO capabilities towards the East. We have been tasked with disrupting the US Back line to allow a break through of the main LDF Force. BRIEF We, 3rd Company, have been dropped behind enemy lines. Our tasking is to disrupt and hinder as many US assets from operation as possible. Destroy their supply structure and prevent them from conducting effective operations along their front. We will be picked up by 2nd Company at a pre designated point once our mission is done or we have ran out of time. OBJECTIVES 1. Destroy Communications Outpost 2. Find and Disable Patriot Battery 3. Destroy Radar Station 4. Destroy or hinder Operation of Battalion Logistic Hub 5. Find UxV Control Center OPTIONAL OBJECTIVES 1. Attack US Air Field • Largest OPFOR Presents in the area • If disabled will drastically limit QRF Response time and greatly help the main forces • If Attacked will make you a higher priority threat NOTES Arsenal Available Spectrum Device Functional UxV Jamming Possible OPFOR ASSETS South mainly US light Infantry as back line guards North Heavier US Marines either Motorized in light or heavy trucks or mounted on APC´s Helicopters UAV UGV CTRG or Marine Raider SOF as trackers once discovers BLUFOR COMPOSITION ASSETS 2x Experimental Gyra Airborne Transport 1x Experimental Gyra Airborne Transport (HMG) 1x AWC Nyx (AT) 1x AWC Nyx (Auto Cannon) 1x 60mm Mortar Multiple small scale drones and 40mm Kamikaze munitions SQUAD COMPOSITION Alerion (Command) • Section Commander • Section 2IC • Section Medic • Section UAV Operator • Section AA Operator Laume Team (Assault Team) • Team Leader • Breacher • Grenadier • Light Machine Gunner • Anti Tank Operator Hennil Team (Fire Support Team) • Team Leader • Medic • Anti Tank • Heavy Machine Gunner • Mortar Operator Raróh Team (Scout Team) • Team Leader • Scout Baba/Yaga Nyx Crew • Commander • Driver Squad Composition is a guide line weapons and roles can be changed in to what command finds necessary (remaining reasonable).

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Search and Destroy 3
patrickisntginger patrickisntginger Standard Approved

# SLOTS ARE BEING DONE IN THE "OLD FASHIONED" WAY FOR THIS MISSION # SLOTS WILL NOT BE APPROVED ON WEBSITE. CHECK DISCORD FOR YOUR ROLE AT 5PM ON DAY OF MISSION ** ** ** ** ** ** # SITREP / Brief A NATO Helicopter has again crashed on Stratis! The Crew needs to make their way to the coastline without being captured by the local militias. # OPFOR Objectives: - Capture the pilots alive and take them to our Russian Allies at The Spartan # OPFOR Rules of Engagement - Do not fire unless fired upon - Do not fire without first calling for surrender - Do not fire at the extraction boat # BLUFOR Objectives: - Find Flare Gun - Fire Flare Gun when at the blue line to signal for extraction - Wait 2 minutes for the evacuation boat to arrive - Get to evacuation boat no more than 2 minutes after it arrives # BLUFOR Rules of Engagement - Do not engage if approached by 2 or more OPFOR - You may engage if approached by a single OPFOR - You should surrender if shot at # BLUFOR Assets - NVG's - M1911 # OPFOR Assets - No NVG's - GL Flares - Flashlights - 1x Toyota Hilux - 1x Datsun 620 Pickup - 2x UAZ-469 - 2x Yava-250N Motorbike # Notes - This is a round based PvP-ish operation - This will be run in rounds of maximum 30 minutes. I'll try and give everyone who signs up to try BLUFOR a chance but it'll be first come first served. - OPFOR has an extremely strict ROE. BLUFOR has no such ROE as they have 14 bullets between them. - No Arsenal - Only OPFOR Squad Leaders have Radios or GL's - No Respawn - No Medics, take any wounded back to base and I'll zeus heal them. - BLUFOR must not loot anything from downed OPFOR. - The position of the flare gun will be known only to BLUFOR and will be randomised after each round - Minefields are present. You should try and avoid them, but you are allowed to walk through them. # Unit Composition ## OPFOR: ### 5x Squads of: - 1x Squad Leader (GL-Flare) (Alpha SL should be considered to be Commander) - 3x Insurgent ## BLUFOR: - 1x Pilot - 1x Crew

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The Coca-Cola Company
noireapus noireapus Vietnam Approved

**[SITREP]** Year: 1959 Roughly one hour ago, Lukow Airfield has cut all communications and gone on total lock down. The last transmission out of the airbase was recently decrypted to the fleet of B-52 bombers it services, a message ordering "Plan R", what is meant to be a retaliation strike plan, now being used as an unintended first strike against the USSR. While it is possible that this is all a big misunderstanding, the stance of the Pentagon is to continue under the assumption that General Ripper has overstepped his authority and is trying to start a nuclear war. **[BRIEF]** Rallying at Seller Motorpool, an off base part of the campus, the plan is to arrest General Ripper, and any base staff who may be an accomplace. Seeing as how the base is still under lock down, it is safe to assume that even the MPs will be in on it. Once General Ripper is arrested, attempt to get "recall codes" from him, or anyone else who may know. before communicating them up to OPSEC. it is *vital* to get those recall codes. **[OBJECTIVES]** - Aquire recall codes within 2 hours *[SIDE OBJECTIVES]* - Arrest compliant base staff - Secure Airfield **[FRIENDLY ASSETS]** - 2x M151 M2 - 1x M151 - 1x M113 M2 - 2x M54 resupply vehicels **[ENEMY ASSETS]** - M151 M2 - 1x M45 AAA - 1x M101 105mm **[SQUAD COMP]** Alpha 1-6 - Platoon CO - Platoon Medic - RTO - Rifleman Alpha 1-1 and 1-2 - Squad Leader - Medic - Team Leader - Grenadier - Rifleman - Rifleman - Machine Gunner - Team Leader - Grenadier - Rifleman - Rifleman - Machine Gunner Alpha 1-3 - Squad Leader - Medic - Demolitions - Scout Horse 2-1 - Driver - Gunner Horse 2-7 - Driver **[NOTES]** this op is a very unambiguous reference to the movie "Dr Strangelove". Despite using our 'Vietnam' settings, we will not be in the jungle, but rather deployed to Livonia (which I believe requires the Contact DLC). Horse 2-1 should be used if we CANNOT get 15+ total players (if we have low player count, we will want the extra armor and fire power). Horse 2-7 should be used only if we CAN get 15+ total players (otherwise I will TP players and resups). I have asked pat to ensure that players will not go down too quickly, however this may still be an issue.

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Chalkeia Bay
patrickisntginger patrickisntginger Standard Approved

# SITREP Following the attempted coup by the Altian government earlier this year, FIA forces openly backed by NATO were able to push AAF forces away from Kavala, and have successfully recaptured a large portion of Altis. Following a NATO air assault on the South-Eastern tip of Altis frontlines have stagnated. With Russian supplies now flowing in from Molos Airfield we need to make a move before the AAF can re-equip itself. A risky attack from Feres Airfield has therefore been authorised, and additional units have been flown in to assist. # BRIEF We've been tasked with moving north and destroying all enemy formations south of Rodopoli. There are a large number of installations and AAF troops in the region, as well as some very strong Anti-Aircraft defenses. Destroying these AA positions will allow you to use your CAS far more openly. We are aiming to establish a ground route towards NATO forces on the West of Altis. To this end, you should aim to capture Chalkeia, Dorida and Charkia. It has been deemed that Pyrgos would be too difficult a location to assault in current state, so it should be bypassed. However, Major Ellinaki is currently in Pyrgos military base. He is in command of the entire southern front. Killing him would be a major blow to troop organisation in the area. Intel also suggests there is a Tank Platoon with 2x T-72's and a Mechanised Infantry Detachment with a number of BTR's somewhere north of Chalkeia. Find and Destroy them. # OBJECTIVES ## Main: 1. Capture Chalkeia 2. Capture Dorida 3. Capture Charkia 4. Kill Major Ellinaki in Pyrgos Military Base 5. Locate and Destroy Armoured and Mechanised Sections 6. Destroy 3x Shilka Anti-Aircraft vehicles ## Side: - Destroy all AAF forces in the region - Locate and Destroy AAF Airborne Forces # NOTES - Calico is a Recon unit intended to be the primary user of Dagger (Apache). - Radios are pre-set - Arsenals are available # OPFOR ASSETS - Light + Heavy Armour - Infantry - Mortars - Technicals - Light Air Assets # BLUFOR COMPOSITION ## ASSETS - 1x AH-64D - 1x UH-60M - 1X M1097A2 (2D/Open) - 1x MRZR 4 ## Squad Composition ### Tabby 1-6 [Command]: - Platoon CO - Medic - RTO - UAV Operator ### Tabby 1-1, Tabby 1-2 [Infantry]: - Squad Leader - Medic - Team Leader - Machine Gunner - Operator (LAT) - Operator - Team Leader - Machine Gunner - Grenadier - Operator ### Calico [Recon]: - Team Leader - JTAC - Medic - Sniper ### Dagger [CAS]: - CAS Pilot - Co-Pilot/Gunner ### Hook [Transport]: - Transport Pilot

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Eastern Watch Part 1: Welcome to Dravonia
skye704 skye704 Standard Eastern Watch Approved

**SITREP** Welcome to Dravonia, 4th Platoon. From now on, you're the frontline peacekeeping force in the country until the Dravonian National Guard can be trusted to handle the security of the region. Currently our goal is to get our operations entrenched and established, along with sending a clear message to the public that we will keep the country secure, despite the recent incursions by guerrilla forces. **OBJECTIVES** - Investigate the proposed site of Firebase Banshee and asses it's security - Extract a CIA informant that's suspected to be compromised - Investigate reports of a strange pillar of smoke in the southern forests - Perform a show of force attack on a town harbouring Revolutionary Guard forces **ENEMY FORCES** (full breakdown of expected assets can be found in the main eastern watch campaign thread) Expect infantry, ranging from RG elites with near-peer equipment, to poorly equipped PP partisans lacking body armour. The NLF does not seem to be present in today's AO. Emplaced heavy weapons up to and including mortars can be expected. Technicals may be seen but are not likely. **FRIENDLY FORCES** (full breakdown in Eastern Watch campaign thread) - Command - Commander, Platoon Sergeant (with engi training), and JTAC - Alpha Squad - Primary assault force, two frontline fireteams and one fire support team - Bravo Squad - 6 man team built around a Weapons Specialist that can pick two heavy weapons to take with them - Charlie Squad - Only to be used if slots are full, identical to Alpha but with only 1 frontline team - Chisel - Mortar unit. HE, illumination flares, and smoke available **NOTES** Bravo's HAT operator is a Weapons Specialist. They will be able to pick from a variety of heavy and static weapons for their squad to use. Squad leaders and JTACs should familiarize themselves with the modified ROE in effect during this campaign (found in the main campaign post) Your OPFOR and National Guard allies can at times have very similar uniforms and weapons, exercise caution and ID your targets.

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Punta Kriza
patrickisntginger patrickisntginger Standard Approved

# SITREP The NATO Backed Drakovak Interior Liberation Front has rebelled against the Russian Federation. Supplied with old NATO equipment and vehicles recently delivered from the Middle East, the DILF has captured a significant portion of the peninsula. A VDV Company has been sent in to drive them from the area. # BRIEF With the bulk of Drakovak having been secured, we've been tasked with capturing the Eastern Salient. This region seems to be home to their only fixed wing aircraft, a number of radio towers crucial for their communication and their Commanding Officer, Major Rahimi. You will be inserting via vehicle, destroying their radio tower and AA defenses, killing Major Rahimi, destroying their CAS Aircraft and capturing Hrasta base. You have been given access to a 2B14 Podnos Mortar system. There are no civilians in the area so feel free to use it as you will. # OBJECTIVES 1. Destroy Zatvorksi Logor Radio Tower - This base can be ignored once the radio tower is destroyed. Attempting to capture it will likely result in unnecessary casualties. 2. Destroy AA Vehicle 3. Capture Hrasta Base - This base should be captured in full due to the threat it poses to your flanks 4. Destroy Aircraft - There appears to be 1x L-39 Albatross stationed at a makeshift runway here. Destroy it. 5. Kill Major Rahimi - Once the major is dead the majority of enemy forces will likely surrender. Capture his dogtags and bring them back to base. # NOTES - Radios are pre-set - Arsenal is available # OPFOR ASSETS - Infantry - Light Armour - Technicals - Unarmed Helicopters # BLUFOR COMPOSITION ## ASSETS - 1x KamAZ-5350 [Respawn Vehicle] - 2x GAZ-233011 - 1x UAZ-3151 ## Squad Composition ### Konstantin [Command]: - Platoon CO - Forward Observer / JTAC - Engineer - Doctor ### Anna, Boris [Infantry]: - Squad Leader - Medic - Team Leader - Operator (AR) - Operator (AT) - Operator - Team Leader - Operator (AR) - Grenadier - Operator ### Mikhail [Mortar]: - Team Leader - Mortar Gunner - Mortar Assistant ### Zhenya [Machine Gun]: - Team Leader - Medic - Machine Gunner - Assistant Machine Gunner

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An april morning
queenpug_07 queenpug_07 Standard Approved

Background The year is 2010 The Communist government of Chernarus is considered widely unpopular and corrupt by the people . Marshal of the Union of Chernarus Ivanovna has decided to overthrow the government and restore democracy to the people of Chernarus. We are the The 13th Capitol defence Regiment and we have decided to join the coup . while the rest of our forces in the North are secure ports and the other major cities we been assigned to Chernogorsk to : kill or capture the puppet president and Marshal Dimitri Pecharov Eliminate the chief of police Occupy Or Destroy Radio Chernarus Enemy forces Enemy forces consist of: The Chernarussian police department. they are lightly armed they will mostly be mounted in Technicals. they are not so fanatical to the regime they may surrender more easily. Presidential Guard Regiment. The most elite force in Chernogorsk they wear black uniforms and are armed with modern equipment like AK-130 , BM3 and t-80s. they are fanatically loyal do not expect them to surrender! Chernarus VDV are Highly mobile they wear TTsKO Camo and are armed with AK-130 and are mounted in BMD-2. friendly assets Are Platoon composition consists of.: Command Commander Medic Sharpshooter Machinegunner Asst. Machinegunner Alpha and Bravo Squad Leader Team Leader Team Leader Medic Automatic Rifleman Automatic Rifleman AT Specialist Asst. AT Specialist Grenadier Rifleman Vehicle Crew Commander Driver Vehicles 1x BMP-1p (3 respawns) 1x BRDM-2 (respawn Vic) 1x MTB (unlimited respawns) Note 1 The Platoon is organised as a Soviet motor rifle Platoon when mounted in the BMP if the squad leader is mounted they are in command of Vehicle when dismounted the Gunner is in command of Vehicle I want to try to use Soviet doctrine during the op resupply shall be by BMP

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2 Birds
patrickisntginger patrickisntginger Standard Approved

# SITREP The FIA has overtaken Virolahti in a brutal coup, ousting the current government and endangering US diplomats. With 2 diplomats already confirmed killed, the US has authorised the use of SOCOM forces to perform a decapitating strike. # BRIEF We are being sent in to destroy the FIA's command structure and their ability to fight. It has been determined that the best way to do this is by attacking a number of POI's very quickly using our Little Birds. We have marked 10 objectives. The Destroy Markers should be destroyed, the Objective Markers should be captured and the Danger markers should be lased and destroyed using our Missile Battery. For the mission to be considered complete, we should have Rescued our HVT, Destroyed the RADAR installation and Captured the enemy commander, or completed 6 of 10 total objectives. There are a number of AA installations around Virolahti. We have marked their locations as well as their approximate zone of control, however this is not completely accurate. Fly low, fly safe. # OBJECTIVES 1. Destroy Radio Tower - This radio tower is contained within a FIA FOB. Destroy the Radio Tower and the FOB will be useless 2. Evacuate HVT - A member of a US attaché to Virolahti managed to flee the capital, and was last seen in this approximate location. He is being searched for actively, and must be rescued and returned to the Destroyer within 30 minutes of Op Start. 3. Clear Compound - A large number of enemy forces are in this location. Clear it 4. Dock Garrison - A small dock is currently home to 2 enemy AA ships. They are simply fishing boats retrofitted with AA guns, however they pose a threat to our low flying aircraft. 5. Destroy RADAR - A duel-use Air Defence/Artillery RADAR system is stationed here and should be destroyed. Destroying it will decrease the effectiveness of enemy AA. 6. FIA Barracks - This area is swarming with enemy troops. Lase it and call in Odin - our VLS system 7. Capture Laptop - There is a laptop with sensitive intel in this industrial estate. Capture it and bring it back to the Destroyer when possible. 8. Capture Commander - An enemy command post is in an office park within the city. There is a Colonel Janos Strambopoulos within here. Capture, do not Kill him, and return him to to the Destroyer. 9. Ammo Dump - This area is swarming with enemy troops. Lase it and call in Odin. 10. Destroy Aircraft. - There are 3 aircraft stationed at this airfield, likely to be a threat once the pilots arrive. Destroy them within 90 minutes of mission start. # NOTES - This mission will require pilots to be able to land in very tight spaces - Auto Hover is unlikely to cut it! Worth practicing with the MH-6M Little Bird - All Helicopters are unarmed and should be attached to a squad. - All Helicopters respawn infinitely # OPFOR ASSETS - Infantry - Light Armour - Shilka and Tunguska AA systems # BLUFOR ASSETS ## Assets - 3x MH-6M Little Bird - 1x OH-6M Little Bird - 1x Mk. 46 VLS [Callsign Odin] ## Force Composition Chief [Command]: - Platoon Commander - RTO - Command Pilot Echo, Foxtrot, Golf [Infantry]: - Squad Leader - Team Leader - Medic - Grenadier - Sharpshooter - Operator (LAT) - Operator (LAT) Hawk, Kite, Raven [Transport Helicopters]: - Helicopter Pilot

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Winding Up
patrickisntginger patrickisntginger Standard Approved

# SITREP We, the Livonian People's Front, have decreed that this is our time to strike! The Livonian Defence Force is in a weakened state, and with the Spring Rains approaching we will soon be in a position where we are unable to make a move if we do not do so now. # Brief We need to perform a swift decapitating strike, taking out key leadership, destroying communications infrastructure and supplies, and capturing bridges over the river Otava. We've identified the position of a Radio Tower and Ammo Trucks within the town of Rabi, as well as an MLRS launcher by the airstrip south of the town. Destroying these should reduce the LDF's capacity to wage war. The bridges in Cepice provide the only bridge across the river for several kilometres, and will provide a valuable chokepoint preventing attacks from the South. Your main infantry force has been reinforced with a BMP-1, Callsign Tempest. We cannot replace this, so use it well. Also within the region is Colonel Lagi Bavadra, identifiable by his Beret. Kill or Capture him to throw the LDF's command structure in disarray. There is a Platoon of Tanks to the North. Your Recon team has Anti-Tank mines to destroy the platoon before it arrives. # Objectives ### Main: - Destroy Radio Tower in Rabi - Destroy Ammo Trucks in Rabi - Destroy MLRS near Rabi - Capture Bridges in Cepice ### Side: - Destroy Armoured Platoon - Kill Colonel Lagi Bavadra # Notes - Resupply will be done by Zeus, or by Command squad depending on turnout - Vehicles will not respawn # OPFOR Composition - Light Armour - Infantry - Armoured QRF - 1x Super Tucano CAS Plane - 1x Merlin CAS Heli # Friendly Composition ## Assets - 1x BMP-2 [Callsign Tempest] - 1x UAZ [Command] - 1x GAZ-66 [Logistics] - 1x Hilux [Recon] ## Squad Composition ### Command - Commander - Logistician - Doctor - AA Specialist ### Alpha, Bravo (Infantry) - Squad Leader - Sharpshooter - Operator - Medic - Team Leader - Machine Gunner - Machine Gunner Assistnat - Team Leader - Operator - Operator - Operator (LAT) ### Romeo (Recon) - Recon Team Leader - Sharpshooter - Sapper ### Tempest (APC) - Vehicle Commander - Gunner - Driver

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Little Bird - Part 2
patrickisntginger patrickisntginger Standard Approved

# SITREP The province of Lythium, within Takistan, has been embroiled in a civil war for the past 8 years. The US backed Takistan Armed Forces (TAF) maintain control over most major urban centres, but the countryside and many roads between urban centres are controlled by the Lythium Liberation Front (LLF). We recently destroyed a cache of Igla MANPADS, as well as killing most insurgents trained in their use. This has led to the LLF being forced to use more expensive and less efficient means to counteract local air power, such as ZSU's. # BRIEF After our success in destroying enemy AA capabilities, the LLF have largely pulled north inside the Nefer and Kandar Cauldrons. Surrounded on all sides by mountains and with fairly heavy AA presence inside the cauldron, breaking into these areas will likely be a challenge. To assist with this, we have been given slightly up-armoured vehicles. The Coalition previously held 2 FOB's within the Nefer Cauldron - Puesto Vulcan, a formerly Spanish FOB, and Martin FOB, a British outpost. These were abandoned months ago to focus on more urban areas. These appear to be the 2 major strongpoints within the Nefer Cauldron. Capture these and we will be able to send in a force to garrison them after you've left. To the west, within the Kandar Cauldron, ther appears to be an IED factory. We do not know exactly where this is, so keep an eye out for it. The LLF in this region is heavily motorised, with a number of Technicals ready to move in whenever Coalition forces are spotted. The dismounted troops present a similar threat, hiding in the mountains until contact is reported, and attacking forces from above. # OBJECTIVES 1. Capture Nefer Cauldron - Capture Martin FOB and Puesto Vulcan - Destroy Heavy AA - Destroy Motorised QRF 2. Destroy IED Factory in Kandar Cauldron # NOTES - Resupply crates need to be loaded in the little bird. They take 30s to load and 15s to unload. - Little Bird can be Repaired/Refueled/Rearmed using the box truck at spawn. Land, turn off your engine and then use the dropdown menu to select "Triple-R Vehicle" - The truck at base is a respawn vehicle. # OPFOR ASSETS - Light Armour (BRDM's, BTR-40's) - Mobile Infantry - Technicals - Ambushes # BLUFOR ASSETS ## Vehicles - 2x M1240 (Unarmed) - 2x M1240 (M2) - 2x M1240 (M240) - 1x M1078A1 (M2) [Respawn Truck] - 1x AH-6M Little Bird [3 Respawns, 120s timer] ## Force Composition #### Hitman 1-6 (Command): - Platoon CO - JTAC - EOD #### Hitman 1-1, Hitman 1-2, Hitman 1-3 (Infantry): - Squad Leader - Medic - Sharpshooter - Team Leader - Machine Gunner - Operator (LAT) - Operator - Team Leader - Machine Gunner - Grenadier - Operator #### Sparrow (CAS): - Pilot

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Disturbing the Peace PT.4 - The Show Must Go On
noireapus noireapus Standard Disturbing The Peace Approved

**[SITREP]** After successfully beating back the antagonist insurgency from the village south of Arobster earlier this week, a few things have been made clear to Spearfish. For one, Bandit is reliable. More practically however, a friendly paramilitary group called the "Iraq Pro-American Militia" [IPAM], has taken control of the village and is now working with army logistics to keep it secure, this new insurgency situation will not slow down the invasion but it has effected friendly supply routes, the insurgents while mostly forming organically are being propped up by Ba'athist in Syria and are being used as a cover for the shattered Republican Guard and VIPs to escape west, due to the uncertain nature of these insurgents we can assume there will be infighting within areas currently occupied by insurgent forces. The towns of Arobster and Afsher are currently under hostile insurgent occupation by the "Iraq Tribal Fighters" [ITF]. The ITF is using their position to disrupt friendly supply and offer a secure passage for government forces. Additionally, it seems that some members of the Republican Guard have opted to join the ITF, strengthening their already decent position. Spearfish has decided to clean up this supply route and act as something of a rear guard to the advancing forces, and after the smashing success earlier this week, Bandit has been asked to be the ground team. You did Langley proud, keep up the good work. Ghost **[Brief]** Scouting efforts both by Spearfish and Bandit have revealed that the ITF appears to be setting up to hold out as long as possible, centralizing their forces on "Arobster Central Base" and recently even trying to claim "Arobster East Base". Over the last 40 hours, the ITF has become increasingly coordinated and capable, including being observed setting up mines in marked locations, responding to threats in a more organized manner. Bandit is tasked with breaking the ITF's position at Arobster Central Base, Arobster East Base, Afsher Supply Hub, and Arobster Fuel Depot or Arobster Power Plant. Additionally, Bandit must neutralize the 82mm threat in the area, and get confirmation that routed Republican Guard are moving through the area. Spearfish is operating in a near by area, and is willing to lend 82mm fire support on map markers. **[Objectives]** - Raid: Arobster Central Base, Arobster East Base, and Afsher Supply Hub. - Raid: Arobster Power Plant or Arobster Fuel Depot - Neutralize mortar threat - Confirm government forces are moving through the area. *[Secondary Objectives]* - find intel - protect Road Block Jenny **[Friendly Assets]** - Salvaged Iraqi Ural (Arsenal and Respawn Point) - Technical (PKM mount) - Attack Dog (BMP you Salvaged from Kinduf) - semi regular 82mm support (from Spearfish) **[Enemy Assets]** - Insurgents - Technicals - IEDs - Mines - light armor - 82mm - 1x suspected Republican Guard sniper **[Squad Composition]** *Bandit 1-1* Squad Leader Medic Riflemen Riflemen Grenadier LAT Demolitionist Riflemen Riflemen AR LAT *Bandit 1-2* Squad Leader Medic Riflemen Riflemen Grenadier LAT Demolitionist Riflemen Riflemen AR LAT *Attack Dog 1-1* IVF Commander IVF Driver **[Notes]** I have updated the squad comp to be more inline with a more realistic supply economy (replaced one of the GLs in both squads with an AR). I have added RPG26s to the spawn arsenal and in the Ural storage, hopefully letting LAT feel more comfortable taking HE rounds. I have tried to update the ammo and medical inventory again to be more hot join friendly. due to the mod pack update, Republican Guard is represented by the 3cb Takistan National a Army. I will be using more LAMBS AI controls in this mission which I suspect will slow down the advance of the players quiet a bit, however if that is not the case, expect very heavy contact. in my play testing, the BMP very consistently gets critically damaged, I am placing this warning here to avoid doing the DM thing of taking away an asset just cuz its making things too easy for the players, if people like the BMP, please be careful with it.

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[Joint OP] Operation Shrike
patrickisntginger patrickisntginger Standard Approved

# https://operations.47thjou.co.uk/event/operation-shrike CONTEXT The Karzeghistan Royal Army have been striking civilian infrastructure across the border for weeks out of Al Tabqah Main Airfield. NATO watched and warned. Then they hit the power grid. 3 cities went dark overnight. Civilian casualties in the hundreds. US Cyber Command hit their entire digital infrastructure 60 minutes ago. Radar down, AA down, comms dead across the whole operational area. They are blind and they do not know we are coming. US and UK paratroopers go in now, seize the airfield and hold the surrounding area. Once that strip is clear C-130 comes down with supplies and equipment to stand up FOB HARRIER. That FOB becomes the launch point for the push straight to their command centre. OBJECTIVES Seize Al Tabqah Main Airfield. Clear the runway and hold it for RAVEN logistics landing. Secure the surrounding area and hold it. Establish FOB HARRIER and defend against QRF. ROE All KRA combatants are free fire Anyone on the airfield or in the military compound is considered hostile Do not engage civilian vehicles or personnel outside the airfield perimeter Expect 360 degree threats on landing, you are dropping into enemy territory Main KRA force will push from the West, that is your priority threat axis ASSETS Raven 1 and 2 insert all units via C-130 static line drop Once all units are dropped Raven transitions to UH-60 Blackhawks for reinsert tasking throughout Operation A single C-130 will land on the strip once cleared, delivering Hammer mortar, ammunition and additional equipment 1x Global Hawk UAV is available at airbase for air reconnaissance, at Platoon Command discretion unarmed, eyes only Hammer has 2x L16 81mm mortars under Platoon FO direction RESUPPLY Nothing until the strip is secure and Raven is back on the deck. Jump with starter kit. Once Raven lands, weapons and supplies are distributed by section leads and FOB HARRIER starts setting up. ENEMY STRENGTH The airfield garrison is assessed as a platoon sized force. The Karzeghistan Royal Army were not expecting an assault on this position and have not fortified accordingly. Expect a mix of static positions and armed patrols covering the airfield and surrounding area. The moment we leave the aircraft they will know we are coming. The cyber attack will slow their ability to coordinate and respond but it will not stop them. QRF will push hard and fast from the west Multiple FOBs and the nearby city are all sources of reinforcement Expect BMPs, BTRs and infantry in numbers AA and radar are down but partial recovery possible after mission start MISSION CONFIG SETTINGS Respawn 10 second respawn timer. Unlimited lives. Reinsert via Raven helicopter Radio ACRE2 with Full-Duplex enabled. Net assignments within ORBAT Speak with Platoon for edits. Movement Advanced Vault System is movement mod used. Check your keybinds before the operation starts. ACE Medical Advanced ACE medical is enabled. Self stitch is available to medics only. Any player can administer an IV. PAKs are restricted to the Platoon Medic only.

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Hurricane - Part 2
patrickisntginger patrickisntginger Vietnam Hurricane Approved

# Background NVA Forces have accomplished a major offensive, capturing up to the coastal region of Sihanoukville, giving the NVA access to the southern coastline, threatening shipping. The 79th ARVN Infantry Division, having recently been provided with significant US material support, have been gearing up to recapture the region. # SITREP 1965-07-23 Yesterday we recaptured the Sihanoukville region and its port. As a result we have secured a foothold in Southern Vietnam, and Command has issued us with an M79 for our Grenadier. We have also re-equipped our Squad Leaders with M2 Carbines We need to continue capitalising on our momentum, and will be attacking the Western side of the Bay. # Briefing We have identified 3 major strongpoints in the region. In the south, the village of Pho Duc is home to a platoon-sized garrison element. To its North, the hill at Bao Ve is home to the Local Company Headquarters. Finally, the coastal town of Bai Bien Dep has another Platoon Sized garrison force. This garrison is also maintaining the Sea Mines in the Bay. Aside from these 3 strongpoints, we have a downed UH-1C in the region with critical Intel. Capture this intel to prevent it from falling into enemy hands. There are 3 NVA Fuel Trucks and a number of AA guns in the region. Destroy these and command will likely reward us with extra supplies. As a final note, there are a number of HMG's watching the coastline. I have marked a recommended LZ for you. Attempting to land elsewhere has a high chance of getting you killed # Objectives ### Main Objectives - Pho Duc - Destroy Garrison - Bao Ve - Kill Commander - Destroy/Capture Supply Cache - Bai Bien Dep - Destroy Garrison ### Side Objectives - Destroy 3 Fuel Trucks - Destroy AA Guns - Capture intel from Downed Heli # OPFOR Force Composition ### Company Size NVA Element - Command Section - Infantry Garrisons - Roaming Recon Teams - Light Vehicles # Notes - Yellow respawn markers are potential respawn positions. Capture them and you will be able to respawn there. - Resupply is available on request from boats. # Friendly Force Composition ### Vehicles - 3x STAB (M60) ### Infantry Command: Lieutenant RTO Engineer Alpha, Bravo: Sergeant Medic Team Leader Machine Gunner Machine Gunner Assistant Marksman Team Leader Grenadier Rifleman (LAT) Rifleman (LAT) Rifleman

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Little Bird
patrickisntginger patrickisntginger Standard Approved

# SITREP The province of Lythium, within Takistan, has been embroiled in a civil war for the past 8 years. The US backed Takistan Armed Forces (TAF) maintain control over most major urban centres, but the countryside and many roads between urban centres are controlled by the Lythium Liberation Front (LLF). The LLF have recently captured a large amount of Igla MANPADS + missiles. They have been using these to harass and shoot down Coalition aircraft, leaving us with a major deadzone and unable to provide air support for a large region. # BRIEF Thanks to high altitude recon and local intelligence reports we have located the vague region of several stinger teams, as well as the exact position of a major cache. Destroying these teams and the cache will be a major blow to their local morale and strength. There are 2 TAF Positions within the AO. The Eastern Position, Mikis FOB, appears to be under attack, and may require assistance. Expect heavy civilian presence. Do not unnecessarily destroy civilian property, vehicles nor fire on civilians. As to facilitate this, **Eagle 1 should only engage when given permission by the JTAC** # OBJECTIVES 1. Locate and Destroy 4x Igla Teams 2. Destroy Stinger Cache # NOTES - Resupply crates need to be loaded in the little bird. They take 30s to load and 15s to unload. - Little Bird can be Repaired/Refueled/Rearmed using the box truck at spawn. Land, turn off your engine and then use the dropdown menu to select "Triple-R Vehicle" - The truck at base is a respawn vehicle. # OPFOR ASSETS - Light Armour (BRDM's, BTR-40's) - Mobile Infantry - Technicals - Ambushes - Potential IED's # BLUFOR ASSETS ## Vehicles 2x M1025A2 (M2) 2x M1097A2 1x M1078A1 (M2) [Respawn Truck] 1x AH-6M Little Bird [3 Respawns] ## Force Composition #### Hitman 1-6 (Command): - Platoon CO - JTAC - EOD #### Hitman 1-1, Hitman 1-2 (Infantry): - Squad Leader - Medic - Team Leader - Machine Gunner - Operator (LAT) - Operator - Team Leader - Machine Gunner - Grenadier - Operator #### Eagle 1 (CAS): - Pilot

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Warzone Logistics
jezthephilo jezthephilo Standard Approved

# Lore Our glorius military has been pushing the enemy inch by inch to allow the greatest Engineering Divisions in the world to take point and create some of the most technically advanced weaponry and vehicle factories known to mankind! You're the nations biggest pride - the 81st Combat Logistics Division, and your newest objective is to move into the enemy territory, secure three sites rich in natural resources and with great infrastructure capabilities, and then allow our Engineering divisions, alongside starting materials, to set up and create their laboratories, manufacturing factories and anything they need! # SITREP You will be split into 3 teams - Forward Recon Unit, Main Battle Unit, and Logistic Unit. Each of the sites must first be assessed by the Forward Recon Unit, then Main Battle Unit will move in and clear the site, and hold it until Logistc Unit moves in with the Engineer Corp. and their supplies. Everything must be fluid and no team must be left without an objective. **Logistics Team will be the overall lead.** I would really like all members of the logistics team to be at least able to lift off and land a helicopter. # Objectives 1. Claim forest site 2. Claim island site 3. Claim mountain site Every site needs to be accessed by a different type of vehicle by the Main Batte Unit. Island site is being guarded by heavy Anti Air, so you need to use a water vehicle. Mountain site is inaccessible by ground vehicles - thus needs to be accessed via air, and the forest site is inaccessible for air vehicles - unknown anti air within the trees. After securing the site, Logistics unit will need to begin to transfer engineering supplies and engineers. In the meantime Main Battle Unit will need to hold off QRF of the enemy. Time is a delicate matter - you need to claim all 3 sites witin 2 hours. # Assets ## Logistics team ### Logistics vehicles - 3x Typhoon - fuel, ammo and repair - 3x respawning Zamak Transport - 1x Armed Ka-60 Kasatka (1 M134 Minigun, 1x Twin Cannon, with possibility of slight change) - 1x respawning unarmed Ka-60 Kasatka - 2x HMG Speedboat - 6x Assault Boat ### Engineer Teams Vehicles - 2x Mi-290 Taru Transport helicopter - 1x Typhoon Transport **Loss of any of the engineering teams means loss of the objective they were meant to claim, meaning loss of mission. You will be executed by the Motherland** ## Main Battle Units Nothing. Logistics team will handle the transport. ## Recon Team - 1x LSV Mk. II - 2x Respawning Quad Bike - 2x AR-2 Drone - 4x SDV

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Operation Foretold Reckoning, Part 7, The Finale
vextrogen vextrogen Standard Foretold Reckoning Approved

SITREP: This is it, Soldiers. After taking out the S-300 Site in the south-west, and stifling Raven reinforcements in the area, now is the time to take a run at their final stronghold. This won't be an easy one, though. ## BRIEF Your objective is to completely eliminate the enemy airbase and all Raven forces we come across, leaving none standing that won't surrender. Any detected pockets of resistance must be engaged. Additionally, counter-attacks on FOBs established by Royal Engineers teams must be put down, else our forward logistics will fail and we will be cut off from reinforcements and rearming. ## BLUFOR ORBAT - Command Team, including JTAC - Infantry Section, HEMMT Transported - Javelin Hunter/Killer Team, with Polaris ATV - F-35A CAS Fixed-wing Section ## OPFOR ORBAT - Possible MiG-29S CAP/CAS aircraft - Possible Mi-8/Mi-24 Transport/CAS helicopters - Raven Security PMC Infantry Platoons - Raven Security PMC Cavalry, BTR-100 Platoons - Spetsnaz Electronic Warfare teams, and possible infantry Sections ## SIGNALS ### Callsigns - Command: CHIEFTAIN - Infantry: ALPHA - Javelin Team: SIERRA - F-35As: DAGGER - Zeus: KEYSTONE ## SUSTAINMENT - F-35A Spawn from Virojoki Airbase, with RRR from HMS Invincible - Javelin Team are limited by amount of ammo they can carry in the Polaris - Reinsert for all ground teams via the HEMTT, or at the FOB established by Royal Engineers teams behind the line of advance.

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Office Work
patrickisntginger patrickisntginger Standard Approved

# SITREP The province of Ruha has been attempting to gain its independence from Livonia for the past 20 years. Following a referendum condemned by Russia, Livonia and Hungary as rigged Ruha declared indepencence, citing a 92% approval rating. Ruha has locked down its borders, expelled Livonian troops and captured a large amount of Livonian equipment, including, Mi-8 helicopters, Armoured vehicles and mortars. Livonia has declared this secession illegal and contacted ION PMC, requesting our assistance to destroy key targets, so Livonian forces can come in and regain control of the region. # BRIEFING The Seperatist strategy seems to revolve around 3 major strongpoints - Ruha Fuel Station, a Forward HQ and Kaaranmannikko stadium. There are also elements dispersed in the many towns and villages of Ruha, likely intending to reinforce the strong points if they were to come under attack. If we can destroy these 3 locations then the command structure of the Seperatists should fall apart. There is likely some amount of fire support available to the Seperatists. We believe they have captured an Mi-8. This are likely to harass you until destroyed. You have been provided with a UAV operator to assist with locating these strongpoints. # OBJECTIVES Main Objectives: - Destroy Fuel Stores at Ruha Fuel Station - Kill Commander at Forward HQ - Clear Kaaranmannikko stadium Side Objectives: - Shoot down Mi-8 # OPFOR COMPOSITION - Infantry - Technicals - Light Armour (BMP-1's, BTR-70's) - 1x Shilka AAA # BLUFOR COMPOSITION ## ASSETS - 3x Land Rover (M2) [1 per squad] - 3x Land Rover (Unarmed) [1 per squad] - 1x Land Rover (Soft Cover) [Respawn] ## SQUAD STRUCTURE Alpha 1-6 (Command): Lieutenant, UAV Operator Alpha 1-1, 1-2, 1-3 (Infantry): Squad Leader, Medic, Machine Gunner, Team Leader, Operator (AT), Operator, Operator

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Legitimization Effort
noireapus noireapus Standard Approved

**[SITREP]** While the main islands of the Tanoa Province are by and large under NATO occupation, the criminal organization 'Syndikat' has been let to run rampant in the chaos on all but the main islands. The Gendarmerie has been more interested in displays of force, protecting Blue Pearl rather than fellow Tanoan citizens. The Horizon Islands Defense Force has been caught up in the affairs of NATO, and losing morale quickly as their role becomes increasingly irrelevant in their own land. The Tanoa Nationalist Militia (TNM) is now seizing the opportunity to try to swing the Pulau island chain to be more favorable to them. Syndikat has a large presence in the Pulau islands. the Gendarmerie also operate here, however the distance from the main islands forces them to be much more reactive than proactive and even then, will likely need to call support from the main islands to engage any larger threats. The support they call may include support from NATO. **[Brief]** The TNM will be raiding known Syndikat sites while avoiding the Gendarmerie. This will be achieved by using assault boats and a converted fishing vessel to hit locations quickly while not getting bogged down by road blocks or potential patrols. The goal is liberation of fellow Tanoan's who have been made to suffer under Syndikat. We have been operating in the area long enough that Syndikat has made QRF forces ready to respond to our actions, and the Gendarmerie have put boats in the water to patrol for us. We can either try to avoid these, or we can hit hard and fast enough that it does not make difference. If NATO gets a chance to engage us in the open water, we will be at quiet a disadvantage, but as far as following us onto land, their only real option is the converted cargo helicopters we have been seeing lately. NATO can only be called if the Gendarmerie (or existing NATO forces) sees and reports our activity, and can continue coordinating our position for at least a minute. **[Objectives]** - Raid 2≥ Syndikat sites on each major island *[Secondary Objectives]* - Do not be seen by Gendarmerie - Disable Gendarmerie patrols - Raid all 5 Syndikat sites - Engage and defeat Syndikat QRF - Do not engage any civilians/civilian assets (including boats and helicopters) **[Friendly Assets]** - 2x Offshore Raiding Craft (HMG) - 2x Offshore Raiding Craft (GPMG) - 1x Converted Fishing Boat (2x DShkM, 1x PKM, 1x SPG) - Heavy Weapons Team(s) **[Syndikat Assets]** - Technicals - Emplacements - Irregulars and Paramilitary **[Gendarmerie/NATO Assets]** - Small Patrol Boats - Patrol Suburbans - Armored Cars - Heavily armed Police - Combat Boat (HMG or AT) - Speed Boat (Minigun) - Cargo Helicopter (cargo bay mounted gun) **[Squad Composition]** 1-1 - Section Leader - Engineer - Medic 1-1 Alpha - Team Leader - LAT - AT assistant - Operator 1-1 Bravo - Team Leader - AR - AR - Operator 1-2 - Section Leader - Engineer - Medic 1-2 Alpha - Team Leader - Marksman - Marksman - Marksman 1-2 Bravo (Heavy Weapons Team) - Team Leader - Gunner (Marked in slots as 'Asst. Machinegunner') - Gunner Assistant (Marked in slots as 'Asst. Machinegunner') **[Notes]** This is the second and likely final time I will be running 3CB squad composition as it is massively chaotic. I am using a few more experimental implementations of AI control that I really hope pans out. There is a little bit less Syndikat contact with both the expectation that taking a beach will be a little more difficult, and that there is a decent chance Gendarmerie and NATO forces are called into engage. If there is not enough contact by the end of the second objective, I will spawn more forces at the rest of the objectives/make the patrols more active. I will **not** TP people who die, I may however spawn more transport boats. All towns not controlled by Syndikat have Gendarmerie officers stationed there.

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Hurricane - Part 1
patrickisntginger patrickisntginger Standard Hurricane Approved

# SITREP 1965-07-22 NVA Forces have accomplished a major offensive, capturing up to the coastal region of Sihanoukville, giving the NVA the ability to cut the main supply route between Hanoi and Saigon. The 79th ARVN Infantry Division, having recently been provided with significant US material support, have been gearing up to recapture the region. # Briefing Command has tasked us with capturing the Sihanoukville harbour, as to provide us with a strong logistical base for our push northwards. Intel suggests there is a Company Sized NVA force in the region, equipped with some AAA and Light Armoured support and an 85mm gun restricting access towards the harbour. If we can capture the Harbour with her Cranes and Berths intact we will be able to ship in heavier equipment to assist with our offensive. # Objectives Clear the Region: - Capture the Harbour Intact - Destroy Anti-Ship Gun - Clear Strongpoints - Capture Command Post Destroy NVA Capacity to Wage War: - Destroy 4x Ammo Caches - Kill Enemy Commander # OPFOR Force Composition ### Company Size NVA Element - Infantry Garrisons - Roaming Recon Teams - Command Section ### Support Elements - Light Armour - 85mm Divisional Gun - 4x DShKM AA - 1x 60mm Mortar # Friendly Force Composition ### Vehicles - 3x STAB (M60) ### Infantry Command: Lieutenant RTO Engineer Alpha, Bravo: Sergeant Medic Team Leader Machine Gunner Machine Gunner Assistant Marksman Team Leader Rifleman (LAT) Rifleman (LAT) Rifleman

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The Winner takes it all
flaviusdwight flaviusdwight Standard Approved

# LORE The Soviets are invading Altis. We just only got our independance from greece, and they are already trying to base MRB on our island, weather we agree or not. Luckly for us, the turc have been monitoring the situation. NATO wasted no time blockading Altis when the invasion got confirmed. However the situation is still bleak. The soviet still managed to land a sizeable vanguard, and it is strong enought to roll over our country. We, women and men of the 1st free AAF Armored division, are the Altis's last line of defence. # BRIEFING Altis is getting invaded by the soviets and theirs ally, you are members of the 1st AFF armored division The soviets have landed whit a mix of VDV infantry, a division of allied sherenian T-55, and a few elite heavy tanks from Moscow Engage the invader, capture theirs position, attrit them and push them back. Throw them back into the sea # OBJECTIVES Push the enemy back by : - Capturing 6 zones by the end of the op `\n OR \n - Capturing the last point (military base) \n # ORBAT - Torch : Commander + crew \n - Lancer : MBT crew \n - Dragoon : Light vics crew \n # ASSETS ## Torch 1 * Leopard MBT OR 1 * Warrior IFV ## Lancer 4 * Chieftans Mk10 MBT ## Dragoon 4 * Weasel 20mm light tank (replaced by M117 ASV if tank DLC lacking) # OPFOR ## OPFOR unit in the AO - 89th VDV air assault division - Shereno 55th armored division - Vanguard from 37th independent guard tanks division ## ENEMY ASSETS _list may be incomplete, recon was partial_ - 89th VDV - Infantry - static SPG9 recoiless rifles and static KORNET ATGM - a few BMD - 55th Armored - A yes amount of T-55 tanks - 37th Guard tanks - a limited number of T-80U heavy tanks ## SPECIAL NOTES - Dragoon and Torch have access to recon drones and placeable TOW - You have a firing range setup at base to practice gunnery and do pen test - link to a planops maps -> https://maps.plan-ops.fr/EditMap/51653?t=4OBH95r5zoG9szA9ubzz9bl1G4gokjqmtBy9_QCMxDY

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Op Burnt Rubber
strawberry_arsonist strawberry_arsonist Standard Approved

SITREP The year is 2030. Rising political incompetency in the united kingdom has caused a Scottish national militia to begin sweeping across the north of Scotland, capturing towns & cities to form the "United Sovereign Scottish Region" (USSR). This new socialist USSR poses a massive threat to the liberty and democracy of the glorious British isles. Thankfully, our boys at the MOD have spent 24 billion pounds and 18 years developing the perfect asset to help us retake Scotland from those nefarious scotts. Due to be finished in 2018 and actually finished 12 years later, Introducing the "Independent Fast Assault Vehicle" or IFAV. It is designed to massively amplify the personal mobility of the British rifleman, allowing for section attack and manuvering at lightning speeds! A British infantry platoon has been equipped with all 24 prototype IFAVs and will utilize them to complete three major battlefield objectives: -Killing the local Cell commander -Destroying the enemy comms truck -stealing the four enemy supply trucks There are side objectives on the map that the platoon may complete in addition to this. though be warned, the USSR are a tenacious bunch. Be on the look out for Minefields, enemy fixed wing support and conventional artillery. Thankfully the blistering speed the IFAV will allow you to move should mitigate the risk of artillery and air support being an issue. For Queen and country!! Don't let Freddy down!

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Sehreno Liberation - Part 13
patrickisntginger patrickisntginger Standard Liberation Sehreno Approved

# Briefing The Sehreno Liberation Army has overtaken Sehreno, ousting the US backed government and instituting land reforms. A small contingent of US Forces has been sent in to recapture the island chain. # Notes: - We're using a modified KP liberation. Whoever signs up to be commander each session will have full choice on where to attack. Destroyed assets won't be respawned, new assets can be built from the in game menu. - Pre-made loadouts available in Arsenal, arsenal is available if you need to customise loadout. - Logi should not move the arsenals, they should only be moved in zeus. - Players should avoid taking equipment that may step on other peoples roles, ie: don't take a squad full of M136s if we have a Heavy AT Team - Do not change guns, uniforms etc in the arsenal. Arsenal is available so players can customise scopes etc. # Unit Composition: Crossroads (Overall Command): Company CO Company XO Medic Alpha 1-0 (Infantry Command): Platoon CO JTAC Medic Fusileer Alpha 1-1, Alpha 1-2, Alpha 1-3 (Infantry): Squad Leader Medic Team Leader Grenadier Operator (LMG) Operator (AT) Team Leader Grenadier Operator (LAT) Operator Operator Hatchet (Weapons Team): Squad Leader Medic Team Leader AT Specialist (MAAWS) MAAWS Assistant AA Specialist AA Assistant Scalpel (HAT Team): Team Leader AT Specialist (Javelin) Javelin Assistant Crowbar (HMG Team): Team Leader Machine Gunner Machine Gunner Assistant Medic Lima (Logistics): Lead Engineer Engineer Logistics Pilot Medic Hawk (CAS): CAS Pilot Helicopter Co-Pilot Hammer (Vehicle Crew): 3x Crew Echo (Recon): Recon Lead EOD Medic Sniper Operator

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Op Prospero pt1 - Setting Up Camp
strawberry_arsonist strawberry_arsonist Standard Operation Prospero Approved

Greetings commander, Merlo reporting. I'm the UAV operator assigned to provide overwatch for operation Prospero. I hope camping out on the roadside hasn't been too rough, we will have a more permanent place for your squad and the Garrison Chief to stay soon. As you will already be aware, our first mission is to secure a primary base of operations beyond the southern border. Once this has been achieved, the CDF can start conducting operations in south Ilanya. ive used the UAV to identify a perfect location, but it is very close to an IAF occupied town. In order for the CDF to begin setup, you and the rest of squad 6 must clear both the bases location, and the occupied town of any IAF forces. As far as I can tell, the majority of the civilian population has fled from the area, but there might still be stragglers in the town. It is very important that no civilians come to harm at the hands of the CDF. In addition to this, I think ive identified an IAF warehouse next to the base location. It would be very handy for the CDF to have access to this facility, so if you have the bandwidth i reckon you should capture it. How hard can it be? There is always more to do, ill be in the sky whilst you move and ill let you know if i see anything else that might prove useful. Good hunting.

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Operation Treehouse
vextrogen vextrogen Vietnam Approved

### BRIEF: ARVN forces at FOB Gold have become encircled, and the troops are now trapped behind enemy lines. We must break the siege by spearheading an attack to the FOB, then hold out until supplies and reinforcements come. If the opportunity to counter-attack comes, we must take it, and strike the Charlies' staging area, destroy supplies there to cripple further attack, and turn the tide on this conflict once and for all. ### BLUFOR ORBAT: Infantry Section, comprised of: - Squad leader - Team Leader - Medic - Machinegunner - Asst. Machinegunner - Operator - Team Leader - Medic - Sapper - Grenadier - Operator ### OPFOR ORBAT: - Motorized NVA regular Infantry platoons, including armoured cars and technicals. - Vietcong irregulars ### COMINT: Command intends for the Infantry team to create a salient and reach FOB Gold, eliminating all enemies that are in your way, Once at the camp, defend it until an opportunity to reattack presents itself, then push towards the enemy encampment and destroy it.

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Runway 32
patrickisntginger patrickisntginger Standard Approved

# SITREP Russian Forces are invading Virolahti following an incident at the border. # Brief Russian Troops are streaming across the Northern and Eastern Border, however NATO has vowed to send supplies and reinforcements via any available routes. One such available route is the Poytakallio Airstrip. We need to capture this and hold it so NATO cannot land any supplies. You will be inserting onto the peninsula by boat, and should make your way to the airstrip, destroy any aircraft stationed there and await reinforcements. There are a number of QRF's around Virolahti that will attempt to push you out. These are marked on the map and will send additional forces at you at the marked intervals. # Objectives - Capture the Airstrip and hold until friendly forces can relieve you from the North - Destroy parked planes. # Assets 3x RHIB 1x Respawn Tent # Friendly Force Composition Konstantin (Command): Lieutanant, Medic, UAV Operator Anna, Boris (Infantry): Sergeant, Medic, Team Leader, Machine Gunner, Machine Gunner Assistant, Team Leader, Grenadier, Operator (LAT), Operator (LAT)

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Op Broken Sword
strawberry_arsonist strawberry_arsonist Standard Approved

The year is 2028. A sizable offshore oil deposit has been found 20km from the shores of Kaska, a former Chinese Protectorate that has had little contact with the mainland since the PLA base was abandoned in the 90s. Knowing there is no military presence on the island, the USA have deployed a small fleet to conduct a flash invasion of the island, under the guise of international security. However, Kaska has been home to a small militia since the 90s that was set up by veterans of the PLA who remained on the isle of Kaska after their time in the PLA was over. After failing to stop the initial landing of US force, the Kaskan Militia are on the backfoot as they desperately try to defend their remaining camps on the island. --MISSION BRIEF-- This is a QRF style mission. You will be playing an air cavalry unit tasked with defending the four Kaskan Militia camps across the west side of the island. Do not maneuver past the US front line as there is heavy resistance present. US recon units and convoys will appear across the map (signified by a marker) and it will be the Air cavalry's job to go and neutralize the threat. If a threat is left for too long it will begin to move towards a camp, making it harder to locate. If a camp comes under attack by US forces, you will be notified via radio. The camp's garrison will defend it but if they are all wiped out the camp is lost. It is important the QRF force deal with threats before they get to the camps, and hold out whilst our radio operators at camp Atlas try to contact the PLA If the Kaskan Militia lose 75% of their presence on the island (3/4 camps) or their QRF centre "Camp Defiant", Kaska will be lost and the mission will be over.

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Lang Vei
patrickisntginger patrickisntginger Vietnam Approved

# Briefing Following the capture of Lang Vei SF Camp by NVA forces attacks on US patrols have increased, with the region around the camp completely inaccessible to most US forces. You are being tasked with retaking the Camp and eliminating all enemy forces in the region. You have a number of assets available, with trucks and helicopters on standby for transport, as well as UH-1C Gunship, callsign Teller, available for CAS. Expect a large amount of NVA infantry, some light armour and significant patrols in the region. We also expect there to be a number of AP minefields we previously laid, as well as likely NVA AT mines on Main Roads. # Friendly Assets 2x M54 Transport Truck 2x UH-1D Iroquois (Transport) [AI] - Callsign Duck, Mallard 1x UH-1C Iroquois (Gunship) [AI] - Callsign Teller # Enemy Assets Infantry Light Armour Mines # Notes Entirely up to commander on how to run this mission # Unit Composition Papa (Command): Platoon CO Platoon Medic Engineer Alpha, Bravo (Infantry): Squad Leader Medic Fire Team Leader Machine Gunner Machine Gunner Assistant Rifleman (M72) Fire Team Leader Grenadier Rifleman Rifleman Rifleman

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Poking The Bear
skye704 skye704 Standard Approved

**SITREP:** Eastern Ukraine SSR, 1982, CIA SAD (Special Activities Division) team Sabre covertly entered the USSR 6 days ago and has since moved north on foot through hostile territory. You have now established contact with your assigned handler, callsign Dagger. Your team has been assembled and deployed on short notice to help extract a disillusioned Soviet Major that the CIA believe is willing to defect to the United States. However, plans have had to be adjusted since you entered the USSR. The officer is under suspicion by the KGB and has been placed under detainment for questioning, the strike must happen tonight. The CIA has assembled an ad hoc extraction team of local Ukrainian nationalists, operating under the Callsign Broadsword. They will handle the extraction, instead, your new tasking is to create a distraction large enough to draw the Soviet's attention and forces away and cause confusion in order to delay a response. **BRIEFING:** Your objective is to divert Soviet attention and materiel away from the city of Zelenogorsk and plant charges on a transformer station and detonate them at exactly midnight, the blackout will act as a trigger for your exfil. A large variety of targets (listed below) is marked on your map, these are free to strike at the commander's discretion, do note that the opportunity to attack them may slip away if you wait too long. You may also strike any targets of opportunity you come across. The more chaos you cause, the more the Soviets will escalate their response. **If you do not remain mobile, you will find yourself quickly overrun**. There are CIA SIGINT teams in the region which will distrupt enemy communications, slowing their response, and track comms traffic. **TARGETS:** - Destroy fuel trucks and parked aircraft in the nearby airbase. Heavy resistance and high escalation. - Sabotage a tank repair depot. - Retrieve a stash of AT mines and place them along routes for reinforcements. - Eliminate the CO of the VDV unit in the region to limit their abilities to hunt you. - Strike the VDV training camp. - Locate and eliminate radio vehicles to interfere with communications. - Once several radio vehicles are down, the enemy may resort to couriers and phone lines, which can be disrupted. **OPFOR forces:** - Local reservists. - VDV. Avoid at all costs. - Soviet Army. Will arrive later via MSRs, expect motorized and mechanized infantry supported by heavy armour and artillery. - Support assets. Should the Soviets escalate far enough, you can expect rotary and fixed wing air support, along with artillery. **BLUFOR forces:** - Sabre Team, player team. - Dagger, your CIA handler, will provide periodical updates form SIGINT teams. - Broadsword, strike force of Ukrainian nationalists, avoid compromising their position at all costs.

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Realpolitik
noireapus noireapus Standard Approved

**[SITREP]** the government of Chernarus is finding it increasingly difficult to maintain its sovereign authority. The ChDKZ is causing problems at home and abroad, raiding old soviet armories, bombing courthouses, and now recently have been revealed to be planning to cause a border incident with Takistan. The Takistani government have made it clear that if the ChDKZ attacks them, they will have no choice but to launch a counter terrorism campaign in the area. Many in Chernarus read this as an excuse for a potential border conflict and/or an attempt to undermine the authority of the Chernarus government. Potential western allies of Chernarus have still not answered the call for help. Chernarus has opted to close some roads and increase security on the Takistani border. The Chernarus government have massively increased security along the Russian border out of fear that the ChDKZ is in cahoots with the Kremlin in some way, and may be being supplied or otherwise supported by Russia. Many of these security measures are new, are being updated regularly, new check points opening or closing every week, police and national guard sharing responsibilities, implied threat of being shot at from in front and behind, its a real mess. **[Brief]** OREL units as part of a larger national security effort, have been tasked with QRF for border security, and search and destroy missions on ChDKZ camps and outposts. As police were never meant to encounter potentially armored targets, a member of the national guard will join you as an AT-specialist. A Mi-8 can be utilized for transportation and scanning for ChDKZ safe houses. Additionally we will of course be utilizing public reporting to better direct where you will be needed. We suspect that if too many of our security points fall that ChDKZ forces will be able to slip through and launch some kind of raid on the Takistani border. Additionally, Check Point and Road Block "C" are on the Russian border, and must be handled differently. It is very unlikely that "C" will fall, but we have to assume the worst if it does, arguably more important than the Takistani border. **[Objectives]** - Do not let 3 or more border security points fall - Do not let Check Point or Road Block C fall - Find and capture all ChDKZ camps *[Secondary Objectives]* - Dont lose any security point - Dont lose the Mi-8 - Use the sirens if/when using ground vehicles - Protect Citizens **[Friendly Assets]** - 3x GAZ Tigrs - 2x GAZ Vodniks - 1x Hilux - 1x Lada 1500 - 1x Mi-8 **[Opfor Assets]** - Insurgent - Armored Cars - Suspected 82mm subject to change **[Takistani Assets]** lets just try to avoid this **[Squad Composition]** *Alpha* Section Leader (SL) Automatic Rifleman Medic Rifleman Rifleman Team Leader Riflemen Riflemen National Guard AT *Bravo* Section Leader (SL) Automatic Rifleman Medic Rifleman Rifleman Team Leader Riflemen Riflemen *Pigeon* Pilot **[Notes]** I incidentally ended up using 3CB loadouts which was a big mess in Eden but I believe everyone has the correct equipment, I did not end up having the time to do my normal arsenal scripts (would have taken too long) but the arsenal *should* have everything everyone will need and then some, I had initially made the players police believing that it would be less than normal resources but it seems the the CPD are armed to the teeth, I will decided when/if primary objectives are failed if I deploy heavier targets or just do endex (it will depend on how hard it seems to have been and how much time is left, I would personally love to deploy a takistani mechanized section for yall to fight), The ChDKZ camps will be their spawn points however if all of them are wiped out and there is still time left I will likely continue spawning them much slower off map, I would like people to *try* to arrest ChDKZ members (not a requirement I just think it could be fun to try to do), opted to keep the CPD squad layout cuz it seemed like it could be interesting.

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Operation Foretold Reckoning, Part 6
vextrogen vextrogen Standard Foretold Reckoning Approved

The pockets of resistance in Virojoki and along our eastern flank have been swept up, and now is our chance to press the attack. Most of the enemy concentration is to the south-west of the island, but they've had more time to dig in there. Expect tough resistance, electronic warfare threats and more attack vectors. ## Briefing The war in Virolahti is entering its final phase, and soon we will be able to make a run on the last remaining Stronghold of Raven troops. However, knowing this, Raven have called for backup. Advanced Spetznaz units are arriving and are running specialised units to jam up our comms and flood us with QRF. They have also deployed an advanced S-400 missile system, making our aircraft useless in the final offensive until it is destroyed. ## Commander's Intentions Your objectives are: - Push west, and destroy objective Kuznetsov, the forward operating base along the MSR - Locate and destroy the S-400 site, specifically by destroying the Search/Track radar unit. - Destroy any and all comms jamming equipment, likely in vehicles patrolling or flanking your route. - Destroy a suspected UAV hub ## Rules of Engagement - You are clear to engage all Spetsnaz forces in the region at will. - Do not destroy civilian infrastructure or buildings, or engage civilians or any IDAP nearby. - PID targets, depending on where you operate, friendly NATO forces may be present. Planops link: https://maps.plan-ops.fr/ViewMap/38483?t=Yub6ev2tTQDb_-iYJD8d0s1aoI_mWoYW4kCV-yE31J0

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Disturbing the Peace PT.3 - No Friends, Only Allies
noireapus noireapus Standard Disturbing The Peace Approved

**[SITREP]** 1921 local, last night; 1-160th SOAR at the request of the 37th Armor Regiment deployed 5x CAS helicopter elements to an EA jack at the approximate location of the village south of Arobster. at 2037 the SOAR airwing was RTB having dropped multiple heavy payloads, estimated to add up to roughly 5000 tons worth of explosive dropped in and immediately around the EA. at roughly 0450 2x logistics vehicles of the 37th being escorted by Spearfish recon elements traveling along the MSR immediately adjacent to where EA Jack had been drawn, reported an ambush, before going radio silent. at 0514 our camp received refugees from the village who were reporting that the panicked civilians have taken up arms. when the convoy approached, some of the newly armed civilians sought retribution for the events of the night. a recovered AT platform was deployed, the convoy haven been taken off guard was destroyed. from the wreckage, 5x individuals were rescued by the towns people. Alright everyone, this is the tasking you guys were made for. Spearfish is on edge, they have even thrown accusations Bandit's way. I think I remember company command referencing when you flashed the barral of your BMP at an Abrams, before saying something along the lines of 'I dont want to be shot in the back'. this is good because it means Bandit gets to be wave one. We want you to go in and stabilize the situation as much as possible. what we gathered from the individuals we talked to earlier, apparently there is not yet a plan on what to do with these new captives. experience says try to save the captives before the locals can make up their minds. Most of the towns folk are scared and jumpy, if a fire fight breaks out, it will likely cascade across the entire village, not necessarily all on one side. We have been monitoring radio chatter and believe that the Republican Guard is functionally gone, not only from the region but form the whole country. Something similar can be said about MEK, which has Langley asking, why are there more insurgents than before. It should go without saying, this is your time to impress. incidents like what happened last night are really messing with Langley's goals, and this is your opportunity to not only set things back on track, but earn the trust and approval of our boys, and the people. Try to decapitate this uprising before they get a chance to consolidate, and show yourselves to the populace as a better faction to align to. Hearts and minds, Ghost. **[BRIEF]** Bandit is being sent in to rescue the captives, locate and destroy weapons, neutralize hostile members of the community, and as always find intel. Our insight inside is limited, however due to the fact that they attacked a convoy, assume hostile intent on approach. Civilians are fleeing south in droves, expect to see a fair share of them wondering along the road or taking shelter in the AO. Spearfish is near by, however do not expect much support from them unless the situation massively changes. Spearfish will however send in a MedEvac m113 to transport the captives out once the approach is safe, they might even feel generous enough to leave some with you when they do. I have thrown my weight around and waved off SOAR from the area for the next 8 hours, but I cant guarantee that they will respect that if someone higher on the ladder starts complaining. If you see blue air, take immediate cover. **[Objectives]** - Find which building the captives are being held in - Make the area safe for the MedEvac - Destroy Weapon Cache - Neutralize hostiles -# ROE: if they do not fire at you, you do not fire at them *[Optional Objectives]* - Find intel **[Friendly Assets]** - Salvaged Iraqi Ural (Arsenal and Respawn Point) - Technical (PKM mount) - Attack Dog (BMP you Salvaged from Kinduf) **[Enemy Assets]** - Insurgents - Technicals - IEDs **[Squad Composition]** *Bandit 1-1* Squad Leader Medic Riflemen Riflemen Grenadier LAT Demolitionist Riflemen Riflemen Grenadier LAT *Bandit 1-2* Squad Leader Medic Riflemen Riflemen Grenadier LAT Demolitionist Riflemen Riflemen Grenadier LAT *Attack Dog 1-1* IVF Commander IVF Driver **[Notes]** due to the fact that this mission could in theory be played very quickly, tasking may be updated during the mission. loadouts and balance may be out of order due to mod pack update. We finally got the PKM technical back after being broken for so long. The truck is no longer a war crime (funniest update note of all time)

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Sehreno Liberation - Part 12
patrickisntginger patrickisntginger Standard Liberation Sehreno Approved

# Briefing The Sehreno Liberation Army has overtaken Sehreno, ousting the US backed government and instituting land reforms. A small contingent of US Forces has been sent in to recapture the island chain. # Notes: - We're using a modified KP liberation. Whoever signs up to be commander each session will have full choice on where to attack. Destroyed assets won't be respawned, new assets can be built from the in game menu. - Pre-made loadouts available in Arsenal, arsenal is available if you need to customise loadout. - Logi should not move the arsenals, they should only be moved in zeus. - Players should avoid taking equipment that may step on other peoples roles, ie: don't take a squad full of M136s if we have a Heavy AT Team - Do not change guns, uniforms etc in the arsenal. Arsenal is available so players can customise scopes etc. # Unit Composition: Crossroads (Overall Command): Company CO Company XO Medic Alpha 1-0 (Infantry Command): Platoon CO JTAC Medic Fusileer Alpha 1-1, Alpha 1-2, Alpha 1-3 (Infantry): Squad Leader Medic Team Leader Grenadier Operator (LMG) Operator (AT) Team Leader Grenadier Operator (LAT) Operator Operator Hatchet (Weapons Team): Squad Leader Medic Team Leader AT Specialist (MAAWS) MAAWS Assistant AA Specialist AA Assistant Scalpel (HAT Team): Team Leader AT Specialist (Javelin) Javelin Assistant Crowbar (HMG Team): Team Leader Machine Gunner Machine Gunner Assistant Medic Lima (Logistics): Lead Engineer Engineer Logistics Pilot Medic Hawk (CAS): CAS Pilot Helicopter Co-Pilot Hammer (Vehicle Crew): 3x Crew Echo (Recon): Recon Lead EOD Medic Sniper Operator

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Op Kingpin Pt9 - Regicide
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

The time has finally come. His generals are dead, his forces are reduced, and he is holed up on his island fortress: камень. It is guarded by heavy armor, hosts its own airfield and garrisons both a Recon platoon of VDV, and the скальные стражи: an elite defense unit specifically designed for counter insurgency. This will be your most dangerous mission yet, so it is vital you pack properly. Remember to scout for infantry, as a lot of them will have AT, and keep your Typhoon safe but close to your engagement zone. Once the kingpin is dead, you will need to extract to the mainland and scatter into the woods. You can ditch the LCC as we wont need it anymore. Once the remaining VDV have lost sight of you, ill contact you for further instructions... Gears are turning overseas and the free world want their island back.

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Sehreno Liberation - Part 11
patrickisntginger patrickisntginger Standard Liberation Sehreno Approved

# Briefing The Sehreno Liberation Army has overtaken Sehreno, ousting the US backed government and instituting land reforms. A small contingent of US Forces has been sent in to recapture the island chain. # Notes: - We're using a modified KP liberation. Whoever signs up to be commander each session will have full choice on where to attack. Destroyed assets won't be respawned, new assets can be built from the in game menu. - Pre-made loadouts available in Arsenal, arsenal is available if you need to customise loadout. - Logi should not move the arsenals, they should only be moved in zeus. - Players should avoid taking equipment that may step on other peoples roles, ie: don't take a squad full of M136s if we have a Heavy AT Team - Do not change guns, uniforms etc in the arsenal. Arsenal is available so players can customise scopes etc. # Unit Composition: Crossroads (Overall Command): Company CO Company XO Medic Alpha 1-0 (Infantry Command): Platoon CO JTAC Medic Fusileer Alpha 1-1, Alpha 1-2, Alpha 1-3 (Infantry): Squad Leader Medic Team Leader Grenadier Operator (LMG) Operator (AT) Team Leader Grenadier Operator (LAT) Operator Operator Hatchet (Weapons Team): Squad Leader Medic Team Leader AT Specialist (MAAWS) MAAWS Assistant AA Specialist AA Assistant Scalpel (HAT Team): Team Leader AT Specialist (Javelin) Javelin Assistant Crowbar (HMG Team): Team Leader Machine Gunner Machine Gunner Assistant Medic Lima (Logistics): Lead Engineer Engineer Logistics Pilot Medic Hawk (CAS): CAS Pilot Helicopter Co-Pilot Hammer (Vehicle Crew): 3x Crew Echo (Recon): Recon Lead EOD Medic Sniper Operator

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Op Claymore
strawberry_arsonist strawberry_arsonist Standard Approved

The year is 2028. A sizable offshore oil deposit has been found 20km from the shores of Kaska, a former Chinese Protectorate that has had little contact with the mainland since the PLA base was abandoned in the 90s. Knowing there is no military presence on the island, the USA have deployed a small fleet to conduct a flash invasion of the island, under the guise of international security. However, Kaska has been home to a small militia since the 90s that was set up by veterans of the PLA who remained on the isle of Kaska after their time in the PLA was over. This small band of soldiers, and their heavily outdated wargear, are all that stands in the way of an American occupation of Kaska, and they will delay this invasion any way they can. There are four objectives marked across the island highlighting weaknesses in the US invasion force. All four must be completed for the mission to be a success. The Kaskan Militia are not well equipped, but they are permitted to steal any wargear they can find. The PLA have also left old caches of weapons and supplies across the island, these can also be salvaged and are marked with a green circle on the map to signify their approximate location. Please Remember that you are fighting a significantly better equipped force, you will need to employ Gurella tactics to stand chance at beating them. American units will call in support if you give them time to do so, so it is important you deal with engagements swiftly, and move on before any more hostiles arrive. The types of support you will encounter are directly tied to the four objectives on the map. Completing an objective will remove its support type so have a think about the order you wish to conduct this counter invasion in. the objectives and support types are as follows: Destroy UAV control centre - A reaper drone will circle the island, reporting your movements to nearby assets and providing eyes for artillery strikes Destroy both MLRS platforms - Rocket artillery will be called in on your position by infantry, it will be much more accurate if guided in by the Reaper Locate and destroy Command Vehicle - Helicopters transporting infantry will arrive significantly faster if the command vehicle is alive to order them around. Raid Vehicle depot - Armored response will be dispatched to your location, it will take a while to reach you depending how far away from the depot you are, but you don't want to be around when it arrives! Under no circumstances should you go anywhere near US landing points, they are vary well guarded! Best of luck soldier! The Kaskan people are counting on you!

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Sehreno Liberation - Part 10
patrickisntginger patrickisntginger Standard Liberation Sehreno Approved

# Briefing The Sehreno Liberation Army has overtaken Sehreno, ousting the US backed government and instituting land reforms. A small contingent of US Forces has been sent in to recapture the island chain. # Notes: - We're using a modified KP liberation. Whoever signs up to be commander each session will have full choice on where to attack. Destroyed assets won't be respawned, new assets can be built from the in game menu. - Pre-made loadouts available in Arsenal, arsenal is available if you need to customise loadout. - Logi should not move the arsenals, they should only be moved in zeus. - Players should avoid taking equipment that may step on other peoples roles, ie: don't take a squad full of M136s if we have a Heavy AT Team - Do not change guns, uniforms etc in the arsenal. Arsenal is available so players can customise scopes etc. # Unit Composition: Crossroads (Overall Command): Company CO Company XO Medic Alpha 1-0 (Infantry Command): Platoon CO JTAC Medic Fusileer Alpha 1-1, Alpha 1-2, Alpha 1-3 (Infantry): Squad Leader Medic Team Leader Grenadier Operator (LMG) Operator (AT) Team Leader Grenadier Operator (LAT) Operator Operator Hatchet (Weapons Team): Squad Leader Medic Team Leader AT Specialist (MAAWS) MAAWS Assistant AA Specialist AA Assistant Scalpel (HAT Team): Team Leader AT Specialist (Javelin) Javelin Assistant Crowbar (HMG Team): Team Leader Machine Gunner Machine Gunner Assistant Medic Lima (Logistics): Lead Engineer Engineer Logistics Pilot Medic Hawk (CAS): CAS Pilot Helicopter Co-Pilot Hammer (Vehicle Crew): 3x Crew Echo (Recon): Recon Lead EOD Medic Sniper Operator

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Operation Polarity
patrickisntginger patrickisntginger Standard Approved

# SITREP Australian Forces have been deployed to Chernarus to support an ongoing Chernarussian campaign to liberate Western Chernarus from the Grozovia Armed Forces. # Briefing We will be identifying and destroying Russian hardpoints in a marked area. We have already marked 2 major concentrations of Russian troops, however we know there are significantly more in the area. You have been given an AR-2 Droneo to assist with identifying additional hardpoints. The first identified hardpoint is the Green Mountain Radio Tower. Disabling this with an explosive charge should hamper communications, delaying QRF's and allowing you to retain the initiative. The second identified location is a vehicle depot at Zelenegorsk Railyard. This contains several armoured vehicles, including at least one T-72. This is likely the heaviest unit in the area and will present a major risk if its location is not tracked. # Friendly Assets 4x Polaris DAGOR 1x HEMTT Transport (Respawn Vehicle) # Enemy Assets Heavy Armour Light Armour Emplacements # Notes: - Alpha 1-1,1-2 and 1-3 are intended to work as fireteams of 3. There are 5 slots available depending on turnout. # Unit Composition Alpha 1-0: Squad Leader Explosives Specialist UAV Operator Operator Alpha 1-1: Team Leader Medic Sharpshooter Operator Operator Alpha 1-2: Team Leader Medic Machine Gunner Operator Operator Alpha 1-3: Team Leader Medic AT Specialist Operator Operator

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Operation Iron Will
vextrogen vextrogen Standard Approved

Bundeswehr forces have been deployed to Sumava to engage in COunter INsurgency (COIN) in the region. Sumavan separatist militia forces are disguising themselves amongst the population and attempting to sieze control of local governments and infrastructure through fear, violence and intimidation. Your objective is to degrade the Insurgency forces while being mindful of the ROE, including not over-using force to complete your objectives. ## SITREP At 1230 LIMA time, SIGINT detected a number of references to a 'PHOENIX' codeword, which we believe to be the initiation signal for Insurgent cells to activate in the nearby towns. We have detected numerous threats to the immediate area, and through intelligence have identified the following: 1. An enemy weapons cache has been reported, from which rebel cells are re-arming at an alarming rate 2. Insurgency leaders are gathering in a nearby town to discuss battle plans 3. Advanced EM Spectrum jamming equipment has been purchased from CSAT, and there is the potential that there are CSAT trainers or other personnel in the region. 4. An enemy staging ground has been reported 5. Enemy convoys are moving between towns, reinforcing troops and transporting leaders in armoured vehicles. ## COMINT Commanders intentions are simple: remaining within ROE, complete as many objectives as possible in the deployment window. ## ROE - Do not kill civillians. Do not fire unless fired upon or PID is achieved. - Do not wipe out entire villages to complete an objective - killing more insurgents creates more insurgents. Complete objectives with surgical precision. - CSAT forces should preferably be captured instead of killed.

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Kingpin Pt8 - Retaliation
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

There is no easy way to say this... In Retaliation to the attack on fort кратер and the assassination of Alexi Solokov, the VDV launched a chemical strike on the TLF base. This has effectively wiped out the TLF insurrection's main fighting force. The village of Regina, where the TLF had set up, also contained a civilian population... The Russians will answer for their crimes against humanity in due time, but for now we need to remove any trace of ION being present in the town as well as destroy any assets the VDV might benefit from. Extract both of the engineering trucks we left in Regina, and bring them to the marked drop off for our "Aid workers" to collect. In addition to this, find and destroy the three weapon caches the TLF had around the city. Remember, If you are operating in the exclusion zone, it is vital you wear full CBRN gear. This includes a full CBRN suit, gas mask and Contained Breathing Apparatus. Even then this will only buy you 25 mins of guaranteed safety, after that we are unsure what might occur... In other news, we have managed to trace back a rough firing area for the missile. It is important we destroy any further capabilities the Kingpin has to blanket towns in nerve agent. From Alexi's Laptop we can also tell that there is an AA site in that area, you can take it out for a bonus or just sneak past it. Speaking of the stolen laptop. We have gained knowledge of most of the VDVs bases and bunkers on the archipelago, but the kingpin himself is a slippery son of a bitch who moves between bases constantly using a variety of different transports. Whilst we don't know his location, we know the location of the guy who organizes this elaborate evasion technique. We need to hunt down a man known simply as "Alkov". We believe he was Russian intelligence at some point, and is a personal friend of the Kingpin from their days in the KGB. The rough location of his bunker is nearby to the launch site as well, but the exact position is not recorded. We need to hunt him down and kill him before he wises up and flees to an unrecorded safe house. Once he is gone, the kingpin will be moved to the highest security facility on the island as a fallback. Once we know where the kingpin is, we will finally have a shot at him.

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Sehreno Liberation - Part 9
patrickisntginger patrickisntginger Standard Liberation Sehreno Approved

The Sehreno Liberation Army has overtaken Sehreno, ousting the US backed government and instituting land reforms. A small contingent of US Forces has been sent in to recapture the island chain. # Notes: - We're using a modified KP liberation. Whoever signs up to be commander each session will have full choice on where to attack. Destroyed assets won't be respawned, new assets can be built from the in game menu. - Pre-made loadouts available in Arsenal, arsenal is available if you need to customise loadout. - Logi should not move the arsenals, they should only be moved in zeus. - Players should avoid taking equipment that may step on other peoples roles, ie: don't take a squad full of M136s if we have a Heavy AT Team - Do not change guns, uniforms etc in the arsenal. Arsenal is available so players can customise scopes etc.

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Operation Oasis
strawberry_arsonist strawberry_arsonist Standard Approved

Two years after the West-Saharan Civial War, The UN Peacekeepers and IDAP aid workers are still conducting cleanup operations in the civil war stricken region of Seforu-Ramal. However, recently there has been a spike of activity from a political extremist group with them setting up a pair of new encampments much closer to the populated areas of Seforu-Ramal, including in an old military base left by the previous regime. This has led to the Director of IDAP operations to collaborate with the united nations in the setup of a joint base of operations in the region: Camp Oasis. This Joint HQ hosts a garrison of UN peacekeepers from the local area, as well as a specialist training programme for highly skilled Aid Workers. This branch of Aid Workers are intended to work alongside the UN peacekeepers in cleanup, rescue, and recovery operations. This allows the Peacekeepers to focus on deterring the Tura, rather than participating in cleanup. The IDAP have a long day ahead of them, with objectives marked across the region to complete, and the Peacekeepers need to keep them safe from the Tura whilst they work. Today there are seven objectives, but you do not have to complete them all. As Long as Three objectives have been completed, we can call it a successful day. However, The loss of aid workers lives will bring severely bad press to the programme, and more than 2 deaths will result in a lockdown of Camp Oasis and the end of operations in Seforu-Ramal. ---LAWS OF WAR--- As a member of the UN Peacekeepers, it is your responsibility to uphold the laws of war to preserve the united nations ability to operate in the area. These are not optional rules, Peacekeeprs reported to not be following them will be recalled and dishonorably discharged, as multiple instances of peacekeepers not adhering to the laws of war will result in mission failure. Please read the following rules and if you have any questions regarding them, please ask them below and i shall answer. Civilians must NOT be harmed - Any instance of UN personnel firing on civilians will be devastating for the reputation of the operation, this will cause an immediate mission failure Protect, don't pursue - A Peacekeeprs job is to keep the peace, not chase extremists across the dessert in an MRAP. Don't actively seek out engagements with the Tura or go into either of the Tura encampments. The IDAP are not Soldiers - Whilst civilians do own firearms in the Western Sahara, the IDAP are not permitted to bare arms as it voids their mission statement. If a member of the IDAP is seen carrying a weapon, you are to approach them and ask them to surrender the weapon. If they refuse, you are to notify your team leader or the UN commander so that they may conduct an arrest and forcefully remove the firearm. Mine, not yours - Any mines or IEDs dug up by the IDAP need to be surrendered to the Peacekeepers for proper disposal. This can be conducted by physically handing the explosives to UN personell or storing them in UN vehicles. If a member of the IDAP is found to be hiding a mine or refusing to relinquish it, treat it as you would a firearm and follow the procedure for that. Blue & bold - Peacekeeprs cannot wear IDAP or civilian equipment during operations, or travel in IDAP vehicles outside of emergency scenarios. Likewise, UN vehicles and uniform cannot be used by IDAP personnel, although IDAP workers are permitted to travel in UN transports.

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[Joint OP] Jungle Work
patrickisntginger patrickisntginger Standard Approved

Following a partially successful attack by the 7th Armoured Cavalry to relieve the 223rd Infantry Division surrounded in Hanoi, the Front Line south of the Red River has been heavily reinforced, preventing any further breakthroughs. These reinforcements have gutted the NVA's rear, leaving them open to an airborne assault. As a result, the 2/17th Air Cavalry has been tasked to send a Company to eliminate key targets north of Hanoi. # ## SIGNUP HERE https://arma.npcs.games/events/[Joint%20OP]%20[SOG:%20PF]%20Jungle%20Work \## # ## WE WILL BE SIGNING UP TO PAPA (COMPANY COMMAND) AND ALPHA 1-2 (INFANTRY). \## # Briefing NVA Forces north of Hanoi have been severely weakened, and reinforcements are days away. This has left us with a unique opportunity to relieve the 223rd, still stuck in Hanoi. There are 2 major points of interest - the North Hanoi Sugar Plant and the Ha Long Naval Base. Capturing these points will give us a strong foothold and control over the major supply routes in the region. ## North Hanoi Sugar Plant On the north bank of the Red River there is a large industrial plant formally used to refine sugar. Due to its proximity to the 223rd it is full of battle hardened NVA troops. Due to its proximity to the frontlines there are very few remaining armoured vehicles still remaining. Both major bridges across the Red River are still intact, so there are likely well fortified infantry prepared to stop any advances along them. Expect a large amount of infantry contact and artillery from experienced troops. ## Ha Long Navy Base Ha Long Naval Base is a major naval base, containing large repair facilities and plentiful stockpiles. The large repair facilities mean it is home to both ships, and a large amount of armoured vehicles evacuated north for repair. Mostly garrisoned by NVA reserves and VPN crews we do not anticipate stiff infantry resistance in the port itself, but any functional vehicles may present a challenge. Also in the region is the HNB Radar Hill. While recently bombed and likely out of action, it is garrisoned by experienced troops. If you can confirm the destruction of the RADAR dish you will leave the site useless if the NVA is able to recapture it. # Friendly Assets - 2x UH-1D Transport (60s respawn) - 1x UH-1C Gunship (10m respawn) - 1x OH-6A Cayuse CAS (2m respawn) - 1x 60mm Mortar # Enemy Assets - Infantry - Armour - Anti-Aircraft - Mortars - Patrol Boats Notes: - No Arsenal - Engineering Team has access to Fortify Tool. Can build fortifications, helipads and transport vehicles. - No Artillery Computer - Each supply crate is intended to fully resupply one squad. - Each artillery resupply crate is intended to provide 24 shells # Unit Composition Papa - Company Command: Company CO Company XO Company RTO Sharpshooter Doctor Alpha 1-1, 1-2, 1-3, 1-4 - Infantry Platoon Squads: Squad Leader Medic Fire Team Leader Grenadier Rifleman (M72) Rifleman (M72) Rifleman Fire Team Leader Machine Gunner Machine Gunner Ass. Rifleman Lima - Logistics Team: Company Quartermaster Ammo Bearer Ammo Bearer Combat Engineer Engineer Hammer - Mortar Section: Mortar Leader Mortar Gunner Mortar Assistant Duck, Mallard - Transport Helicopter: Helicopter Pilot Shoebill - CAS Helicopter: Helicopter Pilot

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Op Pinetree
gods_._ gods_._ Standard Approved

After months of heavy fighting near the Finnish/Russian border this war has turned into a near stalemate with no gains beyond a few kilometers either way. Intercepted enemy comms have revealed that a high ranking member of the Russian political elite is making a visit to a checkpoint town near the front line. We have devised a plan to capture him and bring him in for interrogation ## Brief at 8:15 we are expecting a Russian armored assault on a trench line currently held by the US 2nd Cavalry Regiment. they expect to be pushed back from this assault, but we will use it as cover to infiltrate enemy lines. we will have to crawl past heavy enemy armor remaining undetected although we will be close by. the US 82nd airborne has been brought in to help bolster the defenses and create more of a distraction for us. we will also be covered by a FiAF F-35 - callsign Snake, armed with 4gbu-12 and a 25mm cannon. our first objective will be to blow up 2 buildings being used as temporary barracks to create some confusion. we will plant charges covertly. a sniper team - callsign Loki - will cover us from a disused factory chimney located ~600m to the south of the obj once this has been complete and we have exited this AO we will head north to a Russian vehicle depo where we will steal a Kamaz truck to use for a makeshift roadblock. Meanwhile Loki will head east to disable the HVTs only other exit - a MI-8 receiving maintenance at a forward helipad. once we have the Kamaz we will rendezvous with Loki and park it on the road in a pre marked position. when the Russians realize they are under attack they will attempt to Extract the HVT and will try to use this road. fearing a trap - we expect the extract team to dump the vehicles they are in at the roadblock and escort the HVT on foot through the woodland where Snake will guide us ahead of their position for an ambush. then we will exfil with the HVT via helo. ## Objectives ## Odin(infantry) crawl through battlefield and remain undetected blow marked buildings steal kamaz create roadblock capture HVT ## Loki(sniper team) set up 600m south of hq take out any lookouts and HVTs covertly do not engage the spec ops Extraction team here move to OBJ2 and put helo out of action (can use GBU but ensure the pilots and mechanics are dead first) rendezvous with Odin ## ROE Snake - JTAC called in munitions only. prefer JTAC lase - own laser allowed if absolutely required Loki - covert shots only when Team lead gives you perm Odin do not engage targets at first obj if able. otherwise weapons free. ## Assets 1 F-35 with 4* gbu12 no enemy AAA or SAMS expected ## Slots: ## Odin 1x SL 2x TL 1x medic 1x sharpshooter 2x EOD 8+x operator ## Loki 1x SL(sniper) 1x medic(sniper) 1xJTAC(sniper) ## Snake 1x f35 pilot

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Operation Foretold Reckoning, Part 5
vextrogen vextrogen Standard Foretold Reckoning Approved

After destroying the supporting Supply Depot outside the Virojoki Airbase, Red Reckoning are reeling. This victory allowed elements from 45 Commando, Royal Marines to advance and secure the Airbase, and allowed the NATO 2 QRF Squadron to station there, securing air superiority for the region. The squadron remains on standby to react to any emerging airborne threats. ## Briefing The remaining resistance in the area comes from the region capital of Virojoki itself, where a pocket of dug-in resistance remains. Your objective is to secure the City, and once done, move along the highway MSR Virojoki and secure a major junction at ASR Harju to slow down enemy QRF. We have a small friendly checkpoint just along the frontline which will do their best to stop enemy reinforcements, but they might not be able to hold out forever. ## Commander's Intentions It's intended that squads will completely wipe out all embedded resistance in the city. Use complex movement and support-by-fire to achieve this, as there is a lot of densely concentrated enemy pockets. Additionally there are a lot of enemy vehicles, so Rotary Wing CAS is available. Use of the IFV is not recommended as it is equipped for anti-air, which we do not expect to be a problem this mission. JTACs and Rotary Wing should do some training before the mission so it will be up early and I will spawn a test range for them to practice. **JTACs and Pilots must be connected to the server at 1800Z to receive this training**. Additionally JTACs will need to consider attack headings in order to avoid breaching ROE. ## Rules of Engagement - Do not destroy civilian infrastructure or buildings. - Destroying fortified enemy structures (checkpoints etc.) is allowed, just not buildings. - Do not engage civilian vehicles, including IDAP which are operating in the area by giving services to the wounded. Planops link: https://maps.plan-ops.fr/EditMap/38483?t=9AK_EMim18Z7YzvbBuVK22cJzMRnVXUd7Eg0m2rO4Ak

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Chrimmus 2025
noireapus noireapus Standard Approved

## [Sitrep] Snowmen sent by Jack Frost are trying to stop Christmas and are raiding Santa's Village to make that happen. It is now up to Elfa to defend the big ~~man's~~ woman's sled until it is time for take off. what makes this worse, the snowmen are getting desperate, the longer and harder they fight, the more equipment they will receive, while Elfa loses resources as they find themselves backed into the mountain. ## [Brief] This is a multi-round PvP op where one side plays snowmen trying to destroy Santa's Sleigh, while the other side plays elves defending the Sleigh. The defenders have better equipment at the start of the round, but do not have their resources replenished outside of supply points found throughout the map, while the assaulters have access to increasingly better arsenals. After 40 +/-1 minutes, Santa will take off and defenders will win (assuming I can fly it more than 3 kilometers away) roughly every 10 minutes, the attackers arsenals will improve, by 30 there will be force parody between attackers and defenders. ## [Objectives Opfor] - Defend the Sleigh [Optional Objectives Opfor] - Prevent the enemy from salvaging friendly equipment - Prevent the enemy from taking control of Sugarberry Farm ## [Objectives Independent] - Destroy the Sleigh ## [Opfor Assets] - 2x M-ATV - 1x Reindeer - Supply Crates around the map - Superior starting equipment ## [Independent Assets] - inf Zamak - Arsenal (Improves over time) ## [Opfor Squad Composition] - SL - Medic - Operator - Grenadier - AR - AT - Demo ## [Independent Squad Composition] - 8x Operator (free form org and comp) ## [Notes] This mission will require https://steamcommunity.com/sharedfiles/filedetails/?id=2344371609 & https://steamcommunity.com/sharedfiles/filedetails/?id=2308324019 there will be at least 3 rounds to make sure everyone gets to see every angle of the op. if round after round goes short than we can consider doing a 4th round. at Zeus's discretion, ai squads may be spawned to help the assault, both to give "more contact" as well as well as push locations that seem like they may be locked down too well, these ai will be using only starting equipment, so it should stay balanced. the edges of the map have been marked by physically and on the map, so it is very hard to stray off on accident. everyone has a 152, however no one will need it, the 152 is that I as the Zeus can transmit info to everyone very quickly on a single channel. I had set the snowmen to use 343 chnl 2, however on play testing it seems like this is not the default ¯\_(ツ)_/¯

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Op Kingpin Pt7 - Breaching the Crater
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

The Assault on the Railyard was a success, the remnants of the eastern TLF either surrendered or fled North on foot. It is unlikely the eastern TLF will pose a major threat again in our time on Tanoa. This has allowed the Western TLF cell to push up and secure a FOB to keep the VDV away from the south island. They are still critically short on Armour and Spadefoot have gone north to hunt the remaining eastern cell Guerillas. If we have any spare vics, I'm sure they will happily buy them off us, especially armored assets. Documents seized from the Eastern TLF's Railyard base spoke heavily of a location we had no previous knowledge of. A stronghold known as fort кратер is referenced as a tactical nerve center of VDV operations on the island. It is overseen by a man called Alexi Solokov: ex VDV Major and main tactical advisor for the kingpin. Now that we know the bastards location, its up to us to go and put a 5.56 though his forehead, and take his laptop. This will give us critical intel on the VDVs command structure, as well as depriving them of their main strategist. Be warned, This place is heavily defended and will call for reinforcements at the first sign of trouble. It is important that we act fast when conducting this raid. The stolen documents also mention that the kingpin himself is known to visit this fort, so keep your eyes out for a really evil looking Russian guy i guess... yeah sorry we still have no clue what he looks like. In other news. A TLF recon squad have gotten trapped in George town due to the deployment of a VDV CQB specialist platoon. They are hunkered down at a fallback point marked by a discreet black flag. We need you to go and wipe out the CQB platoon and extract the recon squad as they will have intel on the city fighting capabilities of our enemy. The recon squad might also know of other useful assets in George town that could be useful for the cause...

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Righteous Fury
tr41ndoc tr41ndoc Vietnam Approved

The Central Military Commission has learned of chemical weapons being deployed against the Annamite Range Strategic Supply Route and it's forces in the National Liberation Front. We are to deploy South in retaliation for this blatant warcrime. We face a well defended but poorly secured ARVN base. Destroy it and retreat in good order. # BRIEF Friendly PAVN forces line the border to our south, most are not accessible via radio but if we make on ground contact we may be able to muster their support. Enemy ARVN Forces are holding against the Northern-most line of their borders and have been conducting probing raids to the west against the supply routes of National Liberation Front ("Viet Cong") forces crucial to underminging the Southern Governments regime. Most recently it appears they have been using chemical weapons on the Strategic Supply Route ("Ho Chi Minh Trail"). This is a clear violation the Geneva conventions, which they are a signatory of. We must retaliate for this abominable warcrime. Intelligence from NLF cells South of the ARVN base indicate while it is well defended, it is not well secured. Coordinated flanking routes combined with artillery attacks could confuse the enemy well enough to make an assault and capture of the base extremely simple. Conduct a raid onto the base utilizing avaliable artillery assets, transports and resupply caches within the AO while making contact with PAVN squads and NLF cells to assist with your raid on the ARVN HQ. ## Objectives - Raid Southern ARVN HQ and destroy all artillery and mortar assets. - Retreat to our base in good order, avoiding American Air support. ## Optional Objectives - Make contact with friendly PAVN elements for support and resupply. - Verify presence of NLF Cell to the South and pass on intelligence. - Capture Lang Mau village to deny the enemy viable retreat. ## Friendly Assets - 4x Z-157 Transport Trucks - 9x Bikes Per Squad - 4x Mule Bikes for Resupply (Only avaliable if Platoon Sargent is slotted) - 1x Strela Manpad (Only avaliable if Platoon AA Gunner is slotted) ## Enemy Assets - Infantry, Patrols and Emplaced. - US M54 Transport Trucks - US M151 Jeeps - 1-2x M45 AA Batteries - UH-1 Helicopter Assault Groups (As a part of QRF Forces) - F-4 Close Air Support Planes (As a part of QRF Forces) ## Notes This operation is to be conducted with minimal radio contact. The enemy is likely to be monitoring all transmissions. ## NOTES AS ADMIN - MISSION STARTS AT NIGHT. - ARSENALS IN SPAWN BUILDINGS CANNOT LOAD ITEMS. - TIME WILL BE ACCELERATED ON COMMANDS ORDER TO STEP OFF BASE. - INITIAL BRIEFING DONE IN MAP SCREEN AHEAD OF TIME. - PLANNING MISSION TO BE GIVEN TO COMMAND A HEAD OF OP. ## Slots ### PLATOON HQ - Platoon Leader (CO) - Platoon 2iC (XO/RTO) - Platoon Medic (Doctor) - Platoon Sargeant (Logistics) - Manpad Operator (Optional) - Manpad Assistant (Optional) ### Squads (Alpha To Delta) - Squad Leader (Radio) - Anti-Tank - Machine Gunner - 2nd Team Leader (2iC) - Medic - Grenadier - 3rd Team Leader (3iC) - Rifleman - Sapper

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Rat Run
hellspawn1337 hellspawn1337 Standard Approved

IMPORTANT NOTE FOR EVERYONE: 'Insurgent' Role is an optional PvP role, it will only be active if more than ~9 people sign up NATO has finally had it with the failing, corrupt and incompetent Altis government. Which is bad news for our criminal enterprise. As an off-shoot of Syndikat, we're probably somewhere on NATO's kill list, and they probably won't be as easy to bribe as local law enforcement. It seems that US forces will land near Kavala within the hour and we will have to recover our assets and escape as quickly as possible. Objectives: -Recover various "investments" from a corrupt local politician -Escape the Island either through the heavily guarded port in Kavala OR a remote but unguarded smuggling port Optional Objectives: -Collect various resource caches we have in the town -Take hostages from the evacuation point in the hospital to make our escape through the main Kavala Port easier Rules Of Engagement: We are playing as Syndikat criminals, with little or no proper military equipment. As criminals, we should probably avoid drawing attention to ourselves, since our weapons are significantly worse than local militia or even law enforcement. Looting enemy equipment is heavily encouraged. This Op can be played Loud, guns blazing, you can try to blend in as retreating civilians, (especially if we are willing to drop local law enforcement some of our hard earned money), or detection can potentially be avoided altogether if our vehicles are left behind. Our Radios are civilian grade and un-encrypted, (only one channel, enemy might react to you saying "WE ARE GONNA BLOW UP THE HOSPITAL" on comms). Any 152s we recover from caches are military grade radios (can be set with custom channels and are encrypted). Friendly Assets: Several civilian vehicles SMGs Bolt Action Rifles Shotguns 1 RPK Civilian Radios Many Drugs Enemy BLUFOR Assets: At least one Carrier Task Force Heavy Armor Potential Air Potential Marine Landing Parties Enemy OPFOR: BTRs Armored Military Police APCs Militia Gendamerie Squad Comp: MEGA SQUAD 1 SL, with up to 3 Teams 2 Medics 1 RPK Machinegunner 1 "AT" (Slug Rounds, grenades and a Panzerfaust)

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[Joint OP] Island Hopping
patrickisntginger patrickisntginger Standard Approved

Talks to reintegrate Jumo have failed. The US government has given us the go ahead to start a land invasion of Jumo, and have provided us use of a CH-47 Chinook to assist in our goals. This chinook has a severe fuel leak we are unable to fix, so its airtime will likely be severely limited. Unfortunately all our intel on the islands is stale. We know that the 3 main islands have a pretty heavy amount of enemy infantry, and that there is likely some infantry and light armour from the Soviet Union, but aerial reconnaisance has not given us the edge we were hoping for. You will be attacking the islands of Hinnskar, Jumo and Bjorkholm. Your objective is to capture the Bjorkholm airfield, the Inio and her harbour, the capital city of Jumo and the Skagen Bridge. However we know there are a number of points of interest on these islands which should be located and destroyed. ## Signup link: https://arma.npcs.games/events/Island%20Hopping ## Lore 1987-09-18 Tensions appear to be coming to a head in the North Sea, following a breakdown in negotiations surrounding the Socialist Union of Jumo's re-entry into the Horizon Islands, from which they seceeded last year. Troops from the Horizon Islands have been mobilised, and martial law has been declared within Jumo. A spokesperson from the Horizon Islands claims they are still looking for a peaceful solution to the crisis, however war between the 2 nations seems inevitable. ## Objectives Capture: - Bjorkholm Airfield - Inio Harbour - Jumo - Skagen Bridge Locate and destroy the following: - 3x Ammo cache (Denoted by Ammo Trucks) - 2x AA Battery - Command Centre (Denoted by Officer in red beret) - Soviet Attaché ## Assets - 2x UH-1H Transport - 1x UH-1H Gunship - 1x CH-47 Chinook - 9x M988A1 Light Transport Truck - 12x Ammunition Resupply Crates - 12x Medical Resupply Crates ## Enemy Assets Infantry Light Armour AA ## Notes - Preset Radios - Mission is designed in such a way that you may need to have Alpha 1 and Alpha 2 complete different missions simultaneously - Limited amount of resupply crates ## Radios (Recommended) ### PRC-343 Ch. 1 - Alpha 1-1 Ch. 2 - Alpha 1-2 Ch. 3 - Alpha 1-3 Ch. 4 - Alpha 2-1 Ch. 5 - Alpha 2-2 Ch. 6 - Alpha 2-3 ### PRC-152/117 Ch. 1 - Alpha 1-0, 1-1, 1-2, 1-3 Ch. 2 - Alpha 2-0, 2-1, 2-2, 2-3 Ch. 4 - Alpha 1-0, 2-0, Company Command, Eagle Ch. 5 - JTAC, Hawk ## Squad Composition Company Command: Company CO Company XO JTAC Doctor Alpha 1-0, Alpha 2-0: Platoon CO Medic Medic Sharpshooter Explosives Specialist Alpha 1-1, Alpha 1-2, Alpha 1-3, Alpha 2-1, Alpha 2-2, Alpha 2-3: Squad Leader Auto Rifleman Auto Rifleman Assistant Team Leader Pointman Grenadier Rifleman Rifleman (M72) Hawk: CAS Pilot Eagle 1, Eagle 2: Logistics Pilot

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Op Rushmore
strawberry_arsonist strawberry_arsonist Standard Approved

Insurrection has broken out on the isle of Pulau! At 05:00hrs local time, radicalised forces backing a prominent anti- globalist Pulau politician siezed both airports on the small island nation. by 06:00hrs the island was locked down and nobody could leave or arrive at the island by air. NATO ships have been mobilized but will take days to arrive. The local British QRF base "Pegasus" finds itself operating alone & without outside support, as its much larger mainland base was packed up a year ago when most of the International Aid groups left the country. Only the ever supportive IDAP remain operating in Pulau, along with a very small number of UN peacekeepers. Alongside them is a regiment of Royal Marines, who have been tasked with Delaying the coup until NATO arrives. It is vital the three IDAP camps across Pulau do not fall, as they are providing vital aid to the civilian population, which allows them to resist the unwanted coup. Using a Pair of Merlin Helicopters, and local pilots from the base, the Marines will conduct counter insurrection efforts across the entire Nation. Using a witness report system to track insurrectionist movements, command will mark reports of insurrection and the time they were spotted on the map. QRF teams will be transported to the location via helicopter to deal with the insurrectionists. Insurrectionist forces aren't just standing around though, the longer you wait to respond to a report, the further away from that marker the enemy force could be getting. Sightings near IDAP aid camps should be prioritized as they are vital for supporting the civilian population. If an Aid camp comes under attack it will be marked on the map and announced over radio. If a camp is taken over by insurrectionist forces, it is lost and can not be re-taken. If all three camps fall to the coup, the citizens will succumb to the coup before NATO arrive The airfields are heavily defended and it is not advised to fly over or near them, there have been reports of ZSU's and BTRs guarding them. This is a tricky operation that will really test a squad leaders ability to delegate forces to multiple engagements and formulate effective attack plans on the fly. Good Hunting Marines!

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Sehreno Liberation - Part 8
patrickisntginger patrickisntginger Standard Liberation Sehreno Approved

The Sehreno Liberation Army has overtaken Sehreno, ousting the US backed government and instituting land reforms. A small contingent of US Forces has been sent in to recapture the island chain. # Notes: - We're using a modified KP liberation. Whoever signs up to be commander each session will have full choice on where to attack. Destroyed assets won't be respawned, new assets can be built from the in game menu. - Pre-made loadouts available in Arsenal, arsenal is available if you need to customise loadout. - Logi should not move the arsenals, they should only be moved in zeus. - Players should avoid taking equipment that may step on other peoples roles, ie: don't take a squad full of M136s if we have a Heavy AT Team - Do not change guns, uniforms etc in the arsenal. Arsenal is available so players can customise scopes etc. # Unit Composition: Crossroads (Overall Command): 1x Company CO 1x Company XO 1x Medic Alpha 1-0 (Infantry Command): 1x Platoon CO 1x JTAC 1x Medic 1x Fusileer Alpha 1-1, Alpha 1-2, Alpha 1-3 (Infantry): 1x Squad Leader 1x Team Leader 1x Medic 1x Operator (LMG) 1x LMG Assistant 1x Operator (AT) 1x Operator (LAT) 1x Grenadier 2x Operator Bravo 1-1 (Weapons Team): 1x Squad Leader 1x Medic 1x Operator (GPMG) 1x GPMG Assistant 1x Team Leader 1x AT Specialist (MAAWS) 1x MAAWS Assistant 1x AA Specialist 1x Operator Scalpel (HAT Team): 1x Team Leader 1x AT Specialist (Javelin) 1x Javelin Assistant Crowbar (HMG Team): 1x Team Leader 1x Machine Gunner 1x Machine Gunner Assistant 1x Medic Lima (Logistics): 1x Lead Engineer 1x Engineer 1x Logistics Pilot 1x Medic Hawk (CAS): 1x CAS Pilot 1x Helicopter Co-Pilot Hammer (Vehicle Crew): 3x Crew Echo (Recon): 1x Recon Lead 1x EOD 1x Medic 1x Sniper 1x Operator

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Op Kingpin Pt6 - Thorny Sides
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

The ION raid on the exclusion zone was a partial success, as we managed to cripple the VDVs main FOB for exploring the zone & covered our tracks by recovering the body of our fallen informant. However, we were unable to secure the structural documents for the bunker network & the VDV are growing suspicious that we might not just be insurrectionists... we do fly around in black helicopters bearing the company branding after all. Those Ports on the south west island are still crawling with VDV, and we need them dead ASAP. Once they lose access to the island it will be much easier for the TLF to regroup and expand, which will weaken the VDV's hold on Tanoa. To further exasperate our problems, the Eastern TLF have Blown up a civilian rail depot & are occupying the nearby town. Having those twitchy lunatics set up so close to both ION operations and the new western TLF foothold is going to be a massive problem, we are billing NATO for an afternoon of "counter terrorism" so we can clear them out. It will be an assault landing with the LCC and a total sweep of the depot ruins & nearby town. Who knows, they might even have some useful intel on the VDV, the Eastern cell ambushes VDV trucks when they aren't busy shooting at journalists! Oh yeah...The Western cell of the TLF in Katkoula and have informed us they are desperately short on armor. If we have any vics lying round that we would much rather be money in the bank, we can drop them off for sale at the TLF base. They have also let us know about an Irregular asset on the field, a group of amphibious TLF soldiers who call themselves "spadefoot". The Katkoula base said they are poised and ready to attack, we have tipped them off to our planned landing time so they shall be backing us up in their modified BTR!

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Disturbing the Peace - PT.2 Cat and Mouse
noireapus noireapus Standard Disturbing The Peace Approved

congratulations Bandit, every one of your members has now been labeled "an enemy of socialism and development in the Middle East" by Iraq's fleeing government. Speaking of fleeing government, Langley had a look over the intel you gents picked up during the capture of Kinduf. Its legit and more importantly useable, more on that in the brief. After the capture of Kinduf Airport, the Republican Guard presence in the region dried up with only small garrisons left holding out. To say nothing of the local MEK organization, most of them went into hiding among civilian populations. Spearfish has them on the run, leaving us to do the real mission. **[BRIEF]** A militarized motorcade has been organized in the west, and is being sent to retrieve several HVTs from the region. Its going to take some time for them to arrive, but that if that motorcade completes its mission, it will be much harder to try to capture the HVTs. 6 locations were given, the cities of Orfar, Shegara and Orcarif, and the addresses of Khalili, Khoram and Medvedev. The intel suggested that all 6 HVTs were being escorted by 2 officers of the Republican Guard at all times, however it is reasonable to assume that some members of the Republican Guard have taken refuge with these HVT's, joining their escort. Additionally, Medvedev seems to be a person of interest, well connected to MEK and other similar organizations. We suspect that some MEK forces would have fled to his factory after Kinduf. Your job will be to capture as many of the HVTs alive as possible. If they think they can put up a fight you are clear to engage, however try to use some of that medical supplies for your actual mission. We have a MP truck in the Iban FOB, so once you capture someone, hail me and I will get an MP sent your way. Two more things, try not to kill civilians, and Spearfish command told me you are not allowed inside the Iban FOB. **[Objectives]** - Capture all HVTs alive *[Optional Objectives]* - Intercept the Motorcade - Kill HVTs [only if necessary] **[Friendly Assets]** - Salvaged Iraqi Ural (Arsenal and Respawn Point) - Technical (M2 Mount) *sorry about that* - Attack Dog (BMP you Salvaged from Kinduf) **[Enemy Assets]** - Infantry - Suburban Transports - Insurgents - Technicals (Unconfirmed) **[Notes]** I have updated a lot of things from the last mission, such as ammo type, or bugged vehicles. this time, I would like to take a moment after the op to ask if anyone noticed anything that was obviously an oversight. This mission took about an hour with AI testing, I have made plans for if it goes short, but I feel its important to warn that it could end sooner than intended. I believe there is less contact in this mission, with the focus more being on needing to find all of the targets before its too late, however this may leave some unsatisfied. as such I *want* to go out of my way to make sure everyone has at least 1 kill by the end of the session. Due to the hailing command confusion from the last op, I went ahead and gave the CIA liaison the code name "Ghost" I have given the IFV gunner a 152, however its not super important. If the IFV crew would rather the driver be on coms, they should feel free to switch who is carrying the 152. I did not add an IFV Commander as I simply do not expect enough of a turnout to make that economically viable. (as well as the fact that you are playing as insurgents who just might not see it as a good use of resources)

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Eye in the Sky
patrickisntginger patrickisntginger Standard Approved

Russian forces have established a foothold in northern Altis. The AAF is aiming to push them out with one of the new YABHON-R3 drones they have bought. ## Brief The region surrounding Sofia has been captured by Russian VMF forces. We know they have 3 key centres of power in the region, however we do not know where they are apart from a rough area. There is at least 1 AA battery in the region. This has been harassing our local air power. Kill the crews, and disable the guns if possible. Somewhere in the region is a command centre. Kill the Colonel to disrupt enemy movement in the region. There are several BMP-2's in the region. Find and destory them. The town of Sofia is very important culturally. Avoid using the drones missiles within the city limits. ## Objectives ## Assets - 2x Transport Truck - 1x Fixed wing Drone (CAS) - 3x AL-2 (Resupply) ## Enemy Assets - Unknown ## Notes - No Arsenal - UAV Operator is intended to be a stationary role at base. - Squad Leader has a respawn tent ## Squad Composition Alpha 1-1, 1-2: Squad Leader RTO Medic Sharpshooter Team Leader Grenadier Operator Operator Operator (LAT) Sparrow: UAV Operator

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Op Kingpin Pt5 - Reaper's Breath
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

After assisting the TLF in the south, an uneasy alliance has been formed with the western cell. They have reinforced their base in Katkoula and have informed us they are desperately short on armour. If we have any vics lying round that we would much rather be money in the bank, we can drop them off for sale at the TLF base. In order to secure the ground we made yesterday evening, the VDV must be pushed out of the ports on the north of the island. Once they lose access to the island it will be much easier for the TLF to regroup and expand, which will weaken the VDV's hold on Tanoa. In regards to the exclusion zone, i have some bad news. We had an operative poking around in blue pearl when the missile hit. He did not inform us that he was in blue pearl at the time the TLF launched the missile, and he paid the ultimate price. He was looking for structural plans for a series of bunkers that will help us find more of the command staff, maybe even the kingpin himself. We need to find these documents and strip the spy's gear so he cant be ID'ed as ION personnel. The VDV also have an outpost set up near the exclusion zone, and NATO will pay us to clear it. If you are operating in the exclusion zone, it is vital you wear full CBRN gear. This includes a full CBRN suit, gas mask and Contained Breathing Apparatus. Even then this will only buy you 25 mins of guaranteed safety, after that we are unsure what might occur...

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Search and Destroy 2
patrickisntginger patrickisntginger Standard Approved

A NATO Helicopter has again crashed on Stratis! The Crew needs to make their way to the coastline without being captured by the local militias. # OPFOR Objectives: - Capture the pilots alive and take them to the Prison at the Military Range for interrogation # OPFOR Rules of Engagement - Do not fire unless fired upon - Do not fire without first calling for surrender - Do not fire at the extraction boat # BLUFOR Objectives: - Find Flare Gun - Fire Flare Gun when within town limits (after blue line) to signal for extraction - Wait 2 minutes for the evacuation boat to arrive - Get to evacuation boat no more than 2 minutes after it arrives # BLUFOR Rules of Engagement - Do not engage if approached by 2 or more OPFOR - You may engage if approached by a single OPFOR - You should surrender if shot at # BLUFOR Assets - NVG's - M1911 # OPFOR Assets - No NVG's - GL Flares - Flashlights - 3x UAZ-469 - 1x Land Rover # Notes - This is a round based PvP-ish operation - This will be run in rounds of around 30 minutes. I'll try and give everyone who signs up to try BLUFOR a chance but it'll be first come first served. - OPFOR has an extremely strict ROE. BLUFOR has no such ROE as they have 14 bullets between them. - No Arsenal - Only OPFOR Squad Leaders have Radios or GL's - No Respawn - No Medics, take any wounded back to base and I'll zeus heal them. - BLUFOR must not loot anything from downed OPFOR. - The position of the flare gun will be known only to BLUFOR and will be randomised after each round # Unit Composition ### OPFOR: **4x Squads of: ** 1x Squad Leader (GL-Flare) 3x Insurgent ### BLUFOR: 1x Pilot* 1x Crew

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Disturbing the Peace - PT.1 Safe House
noireapus noireapus Standard Disturbing The Peace Approved

As the US Army moves borderline unopposed to Baghdad, the CIA believes they are running out of time for their coup d'etat. In an attempt to salvage their regime change efforts, they mobilize a group of insurgents they have been preparing. This group referred to here as "Bandit", who had previously only done minor acts of disruption is now being linked up with an armored section of the USMC 1st Division "Spear Fish", and being tasked with seizing Ba'athist offices and other government buildings. Their primary goal is to legitimize a potential US installed government, and conceal CIA involvement. **[Brief]** Spear Fish is located to the immediate south of the AO, doing counter battery to Republican Guard forces in the area. The Republican Guard is sending supplies and reinforcements to the front line in the south. Bandit has been asked to destroy a local supply center before moving on to attempt to seize the Ba'ath Party Office in the city of Kinduf, just north of the Kinduf Airport. Intelligence reports that due to the front line being so close, Kinduf has a depleted but present garrison. Some of the garrison is supplemented by MEK (local militia forces), which will both help and hurt the mission. MEK forces will allow for Bandit to move around slightly easier, as we are also a local militia unit, however it will also mean that insurgent fighters are expected in no small number. Spear Fish will try to help take on the airport, but that leaves the city mostly to Bandit. IDAP has evacuated civilians to the local hospital, however civilians are still expected to be in the region. **[Objectives]** -Capture and Destroy the Military Supply Depot -Seize Ba'ath Party Office *[Optional Objectives]* -Disrupt Republican Guard supplies and reinforcements -Mark enemy positions with IR glowsticks **[Friendly Assets]** Salvaged Iraqi Ural (Arsenal and Respawn Point) Technical (PKM mount) Spear Fish Forces (AI controlled) **[Enemy Assets]** Infantry Ural transports BTRs BMPs (Limited) ZSU (1x Suspected on the airfield) Insurgents Technicals *[Notes] This Mission was made with the 3Den and O&T mind, and while able to run with out these mods, would be a worse expirnce. As such I would recommend NOT hosting this until AFTER these mods have been introduced into the mod pack. This is my first time Zeusing a "normal" ARMA op, so I have made plans for if it is too easy or too difficult. I would however like to keep Mission failure as an available outcome to avoid too much frustration if balancing is off.*

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Operation Rockpile
patrickisntginger patrickisntginger Vietnam Approved

1968-06-21 A NVA assault has captured large swathes of US held territory in the region of Khe Sanh. ## Brief Deep within the region of Khe Sanh there are 3 villages - Co La, Sei Na and Xom Bong. These villages were being used to test an experimental bio-weapon. These villages were captured by the NVA during their recent offensive. We were unable to evacuate these villages in time, and a number of personnel, samples and research notes were lost. We need the personnel rescued, the samples destroyed and the research notes returned to base. Due to the heavy amount of enemy AA on the front lines we are unable to insert you by day. Fortunately there is still a team of ARVN pathfinders behind the lines who will be able to illuminate an LZ for you. We are unlikley to be within radio range of you until you get to Radio Relay Station 204. Once you arrive there you should be able to call for an extract. ## Objectives - Investigate the villages of Co La, Sei Na and Xom Bong - Capture Research Notes - Rescue Scientists - Destroy Samples - Call for extract at Hill 204 ## Assets 1x UH-1D Slick ## Enemy Assets Unknown ## Notes - No Arsenal - 1 Life Only, No Respawns (Sort of) ## Squad Composition Alpha: Squad Leader Medic RTO Fire Team Leader Grenadier Rifleman (M72) Rifleman Rifleman Fire Team Leader Machine Gunner Machine Gunner Assistant Rifleman Pathfinder: Squad Leader Medic Marksman Demolitions

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Move Fast Break Things
pdinosaur pdinosaur Standard Approved

A convoy transporting a VIP has been ambushed in the town of Mafaraz. It appears the recon team tasked as bodyguards are still alive, but the QRF must arrive as soon as possible to prevent them from being overrun. The bulk of the force will be a QRF responding from Green Camp Base, but there is a 4 man recon squad tasked with protecting the VIP from being killed or captured by insurgents. Once the QRF reaches the recon squad, they will be folded into the force as recon. The enemy is equipped with standard insurgent gear, so little to no body armor, and soviet era weapons. Additionally, the enemy only has access to technicals and unarmored vehicles. QRF Objectives: - Reach Mafaraz and rescue the VIP - Hold position in Mafaraz until the main force arrives from Kalae Noowi Recon Objectives: - Protect the VIP from being killed or captured - Find a defensible position until the QRF arrives - The only long distance radio is inside your vehicle, otherwise you have to wait until the QRF is within 343 range Rules of Engagement: - Do not fire unless fired upon - IEDs are common along the mountain roads, be on the lookout (Engineers are explosive specialists) - There will likely be civilians scattered about, do not fire on them Notes: - The Recon squad will be spawned in the middle of the ambush. I will make sure they don't get spawn killed, but once all members are spawned, the combat will begin immediately - If one of the recon squad dies, they will be respawned at Green Camp Base and folded into the QRF until they meet with the rest of recon Squad Comps **QRF** (2 squads) - Squad Leader - Team Leader - Explosives Specialist - Combat Medic - Auto Rifleman - Auto Rifleman Asst - Team Leader - Grenadier - 3x Rifleman **Recon** - Squad Leader - EOD Tech - Medic - Marksman

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Circuit Breaker
patrickisntginger patrickisntginger Standard Approved

The Chernarussian Movement of the Red Star declared independence from Chernarus 3 weeks ago, backed by the Russian Federation, starting the Chernarussian Civil War. The war has devolved into a stalemate, with neither side having significant enough strength to break one another. However, the constant fighting has worn down the Chedaki forces, and we believe them to be weak enough in their western sector for us to force a breakthrough. ## Brief We have identified 4 key objectives to solidify control of the region surrounding the town of Novaya Petrovka. There is a major checkpoint, solidifying control over the 2 MSR's leading to north-western Chernarus, a Field HQ housing a Colonel visiting the front lines, a rail yard where a large amount of materiel is being unloaded, and 3 AAA emplacements. We do not have the exact locations of the AAA emplacements, however we have marked a rough location. You are to move into the area, destroy enemy personnel and capture as much equipment as possible. We expect most of the Chedaki force to be concentrated at the objectives, but there will be plenty of contacts in the surrounding area. ## Objectives - Capture Checkpoint - Kill the Colonel at the Field HQ - Capture the Railyard - Find and disable the AAA emplacements ## Assets - 1x BTR-80 - 1x UAZ-469 ## Enemy Assets - Infantry - Light Armour ## Notes - No Arsenal ## Squad Composition Alpha, Bravo: Squad Leader Medic Team Leader Machine Gunner Grenadier Operator (LAT) Team Leader Machine Gunner Grenadier Operator (LAT) Command: Commander Medic Sharpshooter Hammer: Crew Commander Driver Gunner

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Op Kingpin Pt4 - Sieze the Moment
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

URGENT REPORT! 0300 hours saw the TLF use the assets we provided to strike Blue Pearl industrial port. VDV infantry in the area have been spotted dead in the streets with no signs of injury. Vehicles have also been observed as stationary since the missile impacted. Due to these unsettling reports, ION have designated the port as an exclusion zone, under suspicion of CBRN threat in the area. After engaging an Mi-24 at the north of Tanoa, the Wardress has relocated to attack a VDV airstrip being used to launch drones. VDV Marshall Olegg is also stationed at this airstrip, punching his ticket & taking out all the drones will be a huge blow to VDV intel across the Island. NATO has also offered to cut the eyes out of this operation, Half a mil for both the drones and Olegg. In addition to this, we are being paid to assist the TLF in wiping the VDV out in Katoula. Simple job really, ice the Russians and dont hurt any TLF! Half of them aren't a fan of us anyway so lets not piss of the nice ones. We have also been tasked with hunting down and destroying a mobile artillery site, somewhere north of the airstrip. Maybe we can use a drone or two to hunt it down. Completing this alongside assisting the TLF in Katkoula will have the Yanukka garrison in shambles, we might even be able to clear the Island! Oh yeah... The TLF seem to be fighting eachother in Oumere, seems like the eastern TLF base was pushed away by the explosion at Blue Pearl & is now fighting a different cell over territory. We can probably bill that as humanitarian work right? ill talk to Sandra in legal and see what we can do...

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Operation Foretold Reckoning, Part 4
vextrogen vextrogen Standard Foretold Reckoning Approved

3 Rangers, A Company have been inserted in response to hostile actions from State-sponsored Mercenary group "Red Reckoning". Your objective is to seize local territory, collect intelligence and deter further OPFOR aggression. ## SITREP Red Reckoning have taken a beating recently - their southern support networks and bases have been all but destroyed, and the BLUFOR presence is well equipped thanks to the latest finds - an IFV-6a Cheetah, a Wildcat and new Javelin weapons. But, intel suggests that the Red Reckoning presence has been bolstered, too: new enemy vehicles, supplied by CSAT forces, as well as enemy CAS from airbases north and south, and special forces units looking to disrupt NATO supply chains. ## Objectives Our next best move is to secure the AO by cutting off supplies to the airfield, starving their CAS elements there, and destroying whatever remains by use of our Cheetah. Intelligence indicates a supply convoy moving East on MSR Virojoki, as well as a local supply staging area just outside Virojoki herself. We suspect the City has a strong garrison that could use with being destroyed, too. If we can achieve all this, we expect the Airbase to fall quickly and CAS to be little but a nuisance. ## Assets You can deploy the following Assets: - Wildcat CAS Helicopter (crewed by players) - IFV-6a Cheetah (crewed by AI or players) - Javelin HAT Launchers (3 launchers, 9 missiles total) The Cheetah is recommended due to the CAS presence, but be warned: it will be a target of interest for the enemy, and if it gets bogged down, it may be targeted by enemy SEAD craft. The Wildcat is not currently recommended, but if you combine it with the Cheetah, and keep on your toes, you can blitz through all of the objectives. Just, be aware they are both single life assets. Whatever you choose is up to you. ## Squad Composition \* if used // Command unit is turnout dependent Alpha 1-0: Commander, UAV Operator, RTO, Medic Alpha 1-1: Squad Leader, JTAC*, Team Leader, Medic, Machinegunner, Assistant Machinegunner, Engineer, Sharpshooter, Operator (MAT/HAT*) Jericho 3-1: Helicopter Pilot*, Helicopter Gunner (Copilot)* Trojan 6-1: IFV Driver*, IFV Gunner*, IFV Commander*

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Op Rolling Thunder
strawberry_arsonist strawberry_arsonist Standard Approved

After a surprise invasion of West Sumava by the newly emboldened CCP, NATO decided that they would not mobilize military aid for the Sumavan people. However, The AAF Garrisoned in the nation have other ideas, and are mounting a combined arms counter offensive to push back the Chinese invasion. The AAF lack the staggering numbers the Chinese army have at their disposal, so must act quickly and rely on their superior firepower to liberate their homeland! A Leopard 2 platoon stationed near the front-line will conduct flash raids of newly Chinese occupied towns and bases to weaken them enough for AAF infantry to retake, hopefully killing any momentum the invading forces have built up. In order to complete the op, the tank column must destroy all of the armour stationed in the north town, and then defend it from reinforcements until the AAF infantry platoon can arrive to relieve them. Once this is complete, the tank column will push south to raid 2 enemy supply caches and capture an enemy motor pool. Once the motor pool has been captured, the area must be held until AAF infantry arrive to occupy the two towns. The tank column must then assist the infantry in wiping out any remaining Chinese assets from the area. The AAF have very limited assets, VEHICLES DO NOT RESPAWN! If all 4 MBTs in the column are destroyed, the op is considered a failure and remaining forces on the field will have to retreat east and escape. Crews that happen to lose their vehicle will be able to mount up and redeploy in a Technical.

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Op Kingpin Pt3 - Loose Ends
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

After a grueling fight with озноб's armored platoon in blue pearl industrial port, the Wardress has re positioned to begin cleanup operations of the surviving VDV armor. The amphibious IFVs have fled north and are holed up somewhere in the jungle, and I.O.N takes cash not prisoners. I.O.N are still tasked with raiding a pair of mountain bases to find a reported SCUD launcher and the arming mechanism. Reports say they are being stored at separate locations currently as a defensive measure against partisans. Whilst this does mean stealing the SCUD will be double the work, we are also getting double the pay: 250,000 bones for the arming system and same again for the truck itself. We are to bring both assets to a dead drop. We think NATO are planning to hand it to a TLF cell, cant be sure though... That TLF compound to the east is still there. Our contact got spotted and fired upon scouting the base though, so no new information could be gained. However, there appears to be another TLF cell evacuating a village to the west that could use some help. Oh who am i kidding, you're mercs not charity workers!

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Maracol Bay
patrickisntginger patrickisntginger Standard Approved

Following NATO's withdrawal from Tanoa, NATO has been arming ION PMC. Russian Intelligence implies they are bound for Tanoa to destablise the VDV garrison there. A large amount of man and materiel are currently stationed on the island of Unjie. A Company of VDV troops has been sent to Drakovac to destroy the garrisons supplies and vehicles. ## Brief We're being sent to Drakovac to destroy the ION PMC's garrisons supplies. We've marked 3 major points of interest - Skraca Base in the north, the Radio Tower in the centre of the island and Unjie Airfield in the south. We expect there to be a large number of technicals, however personnel trained in using heavy equipment, helicopters and fixed wing aircraft have not yet arrived. We do not expect enemy air or heavy armour to be in use. We have given you access to an Mi-8MTV with FRAG rockets and 250kg bombs. The JTAC's can contact it on Channel 2. ## Objectives - Clear Skraca Base - Destroy the Radio Tower - Damage/Destroy aircraft at Unjie Airfield ## Assets 1x Mi-8MTV (HE Rockets, 250KG Bomb) ## Enemy Assets Infantry Technicals ## Notes - No Arsenal - Resupply Crates are available to Mikhail - Repair vehicle at spawn for use by Mikhail ## Squad Composition Anna, Boris: Squad Leader, JTAC, Medic, Team Leader, Machine Gunner, Machine Gunner Assistant, Team Leader, Operator (LAT), Operator (GL), Operator, Mikhail: Pilot

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Operation Foretold Reckoning, Part 3
vextrogen vextrogen Standard Foretold Reckoning Approved

3 Rangers, A Company have been inserted in response to hostile actions from State-sponsored Mercenary group "Red Reckoning". Your objective is to seize local territory, collect intelligence and deter further OPFOR aggression. ## SITREP Red Reckoning have taken key locations in the region, threatening international partners. They are using local comms networks to bolster their efforts, and are equipped with advanced IFVs and other technology. ## Objectives Deter OPFOR aggression by taking out key local installations, disrupting logistics and rear-echelon operations, and collect intelligence. To start, investigate the local town of Rannanen and destroy the enemy installation code-named "Lenin". [!]- Slot required for basic mission function [?]- Slot required if squad is used ## Slots ### Alpha 1-0 -# Platoon Command, not to be used unless player count >= 15 ⮩ Platoon Commander [?] ⮩ UAV Operator [?] ⮩ Operator (Driver) [?] ⮩ Radio Operator ### Alpha 1-1 -# Rifle Section ⮩ Section Commander [!] ⮩ Fireteam Leader [!] ⮩ Machinegunner [!] ⮩ Machinegunner ⮩ Medic [!] ⮩ Engineer/EOD ⮩ Sharpshooter ⮩ AT (MAAWS) [!] ### Alpha 1-2 -# Rifle Section ⮩ Section Commander [?] ⮩ Fireteam Leader [?] ⮩ Machinegunner [?] ⮩ Machinegunner [?] ⮩ Medic [?] ⮩ Engineer/EOD ⮩ Sharpshooter ⮩ AT (MAAWS) [?]

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Operation Kingpin, Part 2
strawberry_arsonist strawberry_arsonist Standard Kingpin Approved

After taking out the VDV comms officer and his platoon, I.O.N have been tasked with pushing further north and weakening the coastal defenses of the island. I.O.N must raid a pair of mountain bases to find a reported SCUD launcher and the arming mechanism for it. Reports say they are being stored at seperate locations currently as a defensive measure against partisans. Whilst this does mean stealing the SCUD will be double the work, we are also getting double the pay: 250,000 bones for the arming system and same again for the truck itself. We are to bring both assets to a dead drop. Who is even collecting this stuff? Maybe we arent the only false flag NATO have on Tanoa... Our other objective is to take out a VDV Armour platoon, their landing ships where spotted way off the coast a few hours ago, hopefully we gan get there in time and sink the ships before they have a chance to roll tanks onto port. It is imperative we get both boats AND the platoon command tank, a veteran crewed T90 known as "озноб". if we can pull both of these objectives off in the port town, uncle sam will pay us seven figures for our troubles. Oh yeah, that TLF compound is still there. Our contacts say they have a conversion kit for a truck, it looks like they might be trying to convert an old flatbed into an ambulance or something. I cant blame them, you can never have too many medical veichles.


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