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Vehicles 147
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Light vehicles
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Armoured vehicles
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Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
-
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FMDG Communications
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Radio Comms (Staging)
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Reports (Staging)
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FMDG Field Leadership
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FMDG Rotary Wing
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Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
-
Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
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Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
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Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BP-405 · v2.01
Essential arsenal contents
- Code
- FM/BP-405
- Kind
- Policy
- Version
- v2.01 2yrs ago
- Views
- 533
- Platforms
- As its document
- Published by
- Sgt Applechaser 4 Aug 2024
- Last material change
- v7.00 Updated Essential Arsenal Contents to include night vision devices under the Optional section.
3 words added, 1 word removed.
v2.00
Those roles that need access to specialized equipment in the arsenal will be given the permissions upon spawning in with the item in their inventory. However all Arsenals must contain;
A single vest in the faction approved camouflage (vest variations should be loadout/role specific)
A single uniform or small number of variations of it in the faction approved camouflage (uniform variations should be loadout/role specific)
A variety of helmets in the faction approved camouflage (non-ballistic headwear is not permitted)
A small selection of primary weapons in line with SOP for the chosen faction, i.e. M4/M16 variations in the case of US Army
No underslung grenade launchers are permitted
No other weapons are permitted
No launchers are permitted
Binoculars only in optics
Weapon attachments should be restricted to a select few
Weapon optics should be limited to a select few, no greater than 4x in magnification and no thermal or night vision optics
Cosmetics should be limited to a select few, appropriate to the faction camo
Other items which must be included are;
all bandages
a tourniquet
splints
painkillers
earplugs
all faction ammunition types
all general grenades (smoke & flash included, where appropriate)
map tools
a compass
a flashlight
v2.01
Those roles that need access to specialized equipment in the arsenal will be given the permissions upon spawning in with the item in their inventory. However all Arsenals must contain;
A single vest in the faction approved camouflage (vest variations should be loadout/role specific)
A single uniform or small number of variations of it in the faction approved camouflage (uniform variations should be loadout/role specific)
A variety of helmets in the faction approved camouflage (non-ballistic headwear is not permitted)
A small selection of primary weapons in line with SOP for the chosen faction, i.e. M4/M16 variations in the case of US Army
No underslung grenade launchers are permitted
No other weapons are permitted
No launchers are permitted
Binoculars only in optics
Weapon attachments should be restricted to a select few
Weapon optics should be limited to a select few, no greater than 4x in magnification and no thermal or night vision optics
Cosmetics should be limited to a select few, appropriate to the faction camo
Other items which must be included are;
all bandages
a tourniquet
splints
Combat pill pack
earplugs
all faction ammunition types
all general grenades (smoke & flash included, where appropriate)
map tools
a compass
a flashlight
Those roles that need access to specialized equipment in the arsenal will be given the permissions upon spawning in with the item in their inventory. However all Arsenals must contain;
A single vest in the faction approved camouflage (vest variations should be loadout/role specific)
A single uniform or small number of variations of it in the faction approved camouflage (uniform variations should be loadout/role specific)
A variety of helmets in the faction approved camouflage (non-ballistic headwear is not permitted)
A small selection of primary weapons in line with SOP for the chosen faction, i.e. M4/M16 variations in the case of US Army
No underslung grenade launchers are permitted
No other weapons are permitted
No launchers are permitted
Binoculars only in optics
Weapon attachments should be restricted to a select few
Weapon optics should be limited to a select few, no greater than 4x in magnification and no thermal or night vision optics
Cosmetics should be limited to a select few, appropriate to the faction camo
Other items which must be included are;
all bandages
a tourniquet
splints
painkillers Combat pill pack
earplugs
all faction ammunition types
all general grenades (smoke & flash included, where appropriate)
map tools
a compass
a flashlight
Where it appears
Lives in
FM/G79 ArsenalsOn role cards
No role card holds this passage yet.