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OPFOR FIA Overhauled [NIA Edition] Released

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This mod is a total replacement of the OPFOR FIA forces, bringing them more in line with modern day equipment, weapons and uniforms.
It works in the official Arma 3 Campaign and custom scenarios that use the OPFOR FIA faction will be using the new faction as well. 

The Faction-

The FIA (Freedom and Independence Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. 
The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. 

This FIA insurgency cell is supported by Iranian CSAT forces, so is armed primarily with older Soviet weapons such as the AKM and AK-74 as primary weapons, with the Saiga 12 shotgun and AKS-74-U used in some roles. 
The standard support weapons are the RPK and RPG-32 and the fighters wear mostly Desert Digital camo mixed in with civilian and guerilla clothing. The standard sidearm is the Makarov PMM. 

Specialist Elements-

Several Iranian CSAT solders are in advisory roles, and can be identified by their full Desert Digital uniforms and more advanced armament of AK-74M's. Some specialist units, such as the sniper team, are armed with Chinese QBU-88 DMR's and night vision equipment. Kornet ATGM's are the heavy anti-Tank weapon of the faction, replacing the M4 MAAWS. 

Supports-

The OPFOR FIA units are supported primarily by re-purposed and camouflaged civilian vehicles, including technicals and trucks with a range of armaments including M2 50. Cals and SPG-9 recoiless rifles. Armoured vehicles used by the OPFIA include BMP-1's and BMP-2's, as well as heavier support from T-72A's and ZSU-23-4 Shilkas. 

Faction has full Editor, Zeus, MCC, VCOM and ASR_AI and ALiVE support (faction name OPF_G_F ), as it replaces the vanilla OPFOR side FIA forces in all scenarios. Also supports ACE3 Medical system. 
It totally replaces the OPFOR OPFIA faction in Editor, Zeus, ALiVE and all scenarios played when the mod is enabled. 

Requirements-
CBA, VSM AOW, NIA AK pack, NIA Core, SFF Vehicles

 

Downloads-

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1412102187

 

Notes-

Here I finally got to finishing some more Alternative versions of the Overhauls- this one is a NIA Edition of the OPFIA Overhaul [RHS] and uses NIA AK's instead of RHS weapons, being backed by some SFF Armoured vehicles to give them some more staying power in prolonged engagements. This replaces the vanilla OPFOR sided FIA forces. 

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NATO Marine Corps Overhaul [RHS] Updated-

Tanks DLC Update-
Added UAV Operator (AL-6)
Added UAV Operator (AL-6 Medical)
Added Mine Specialist

Missile Specialist weapon (AT) changed from Javelin to SMAAW, due to weight restrictions meaning the Javelin gunner could not carry ammo. The AA Specialist retains his Stinger, as that has no issues. 

 

I also fixed a few mistakes in the text and expanded it slightly. 

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Came across another strange problem.

 

Was experimenting with using MARSOC in an ALive mission. Spawned a MARSOC-SMA squad on the map and almost all the team members had unloaded weapons. 

So I changed player to one with an unloaded weapon and found that while there were 10 mags in the vest the player could not reload sma ammo to the sma weapon. I plopped down an rhs ammo bin, changed the ammo the player had to rhs and now could reload the rhs ammo to the sma weapon. Have never seen that before. 

 

All this was in the editor. 

 

So I ran a test. Using a standard RHS Usarmy rifleman and two weapons/ammo boxes, one sma and one rhs. 

 

I could change out the rhs m4 for any sma weapon and they worked fine....as long as I used rhs ammo. Switching to sma ammo, I found that I could not reload. 

 

Not sure where error would even start. I am running a number of sma/rhs/cup compatibility mods that appear to be up to date. I think your mod(s) are fine...its sma that's the issue. 

 

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That certainly does sound like it's a problem with the ammo compatibility with RHS/SMA magazine interchangeability. I personally use a compat mod for SMA/RHS ammo without any issues but I know there are multiple different compat mods around, and it's possible one of them is more prone to errors. Perhaps try a few out and see which ones work reliably, I have no control over ammo compatibility on my end, I just make the units. 

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Work-In-Progress Fallout Factions-

 

Find the full Album and more info, as well as a Workshop link, here-

https://imgur.com/a/SXJhlBl

 

 

 

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SFF Hezbollah rebuilt from scratch (circa 2011-2013 Hezbollah, not modern)

 

Tanks DLC update-

 

-Complete re-build of the faction from the ground up, with a NEW classname for use in ALiVE- OHZ

 

-New units include a massive range of additional vehicles and static weapons, including anti-tank, anti-air and anti-infantry static guns, artillery and mortars, BMP-2's and BM-2's as well as BMP-2 HQ variants.T-72's both with and without ERA armour were also added to go alongside the existing T-55. 

 

-Tanks DLC SPG-9 technicals have also been added, along with troop and fuel trucks, ATV's, logistical vehicles and other things to make them a more rounded OPFOR.

 

-The Infantry and SF forces have been re-balanced for ALiVE, so SOF should be rarer and infantry and support infantry more common. About a dozen new squad types have been added to the Infantry, Support Infantry and SF units, with stand-outs including ATGM and dedicated AT teams, medical, engineer and IED teams, as well as sniper teams as a SF group. RPK gunners now have variants using either 45 round stick magazines or 75 round drums. 

 

-Squads and groups have been massively expanded, and you now have triple the amount of squad types to pick from. 

 

-The units have had most of the AK-74's reduced in numbers, replaced with the more common AKM and AK-47 in the region IRL, and the Radwan SOF team has been downgraded as the images I was using for references were parade/display gear, and they did not actually have enough of it to fight with. NVG's and more advanced gear are still more common in SF than among normal infantry, but they should not look radically different as if they were a different faction. 

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Notes-

I may be re-making the Taliban or another OPFOR group next up, I'm trying to add in all the new Tanks DLC content and at the same time beef up the unit and squad selection- you will see more specialist teams like ATGM's, Medical/ Engineering/IED specialist teams as well as new vehicles and a wider variety of static weapons, including heavier weapons I had not been using, such as artillery, due to it now working with VCOM. The description on Steam Workshop has also been updated to talk about the new units and changes. 

 

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Important PSA-

With the new version of VSM coming out shortly, it's possible that some of my factions will break.

 

If they do, I'll try and get any broken factions reported to me fixed as soon as possible, and likely do some updates adding in new soldiers or squads/groups to the current factions, but I have 56 factions currently released, so it's going to take some time to fix them all. Please be patient for those, I'll likely be going flat out on that for the next few weeks at minimum, as well as occasionally making factions as part of CFP.

 

 

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12 minutes ago, jarrad96 said:

Important PSA-

With the new version of VSM coming out shortly, it's possible that some of my factions will break.

 

 

Yo, hold up, WHAT?

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I'm just going to say yep, and leave it at that for now. 

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POLL-

What are people's opinions on SMA being used in my factions at the moment? It seems like a halted project at the moment, and I feel that it might be a better option to just transfer my new /updated factions all over to 2 versions, NIA and RHS, rather than have some that use a mix of SMA and NIA gear- NIA is currently working on some SOF orientated weapons that would cover SMA's role rather well at the moment, and things that are not in NIA yet, like the HK417's and SCAR's, can be substituted for now.

 

For yes, swap to NIA, like this comment, for No, keep SMA / NIA mix, thank this comment. 

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8 hours ago, jarrad96 said:

POLL-

What are people's opinions on SMA being used in my factions at the moment? It seems like a halted project at the moment, and I feel that it might be a better option to just transfer my new /updated factions all over to 2 versions, NIA and RHS, rather than have some that use a mix of SMA and NIA gear- NIA is currently working on some SOF orientated weapons that would cover SMA's role rather well at the moment, and things that are not in NIA yet, like the HK417's and SCAR's, can be substituted for now.

 

For yes, swap to NIA, like this comment, for No, keep SMA / NIA mix, thank this comment. 

I say swap to NIA when they release the HK416 series of rifles. A standalone pack of those guns is what we really need right now, the rest you could probably get from other places.

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WIP-

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INDEP FIA (RHS Edition) finally. Should be out in a few hours, just doing some final testing. 

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INDEP FIA Overhauled [RHS Edition] released-

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This mod is a total replacement of the INDEP side Freedom and Independence Army units, bringing them more in line with modern day equipment, weapons and uniforms.
It works in the official Arma 3 Campaign and custom scenarios that use the INDEP FIA faction will be using the new faction as well. 

Historical Info-

The FIA (Freedom and Independence Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. 
The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. These pro-government forces remained allied with the AAF government, and have been equipped by them. 

The Faction-

The INDEP FIA are armed with the M16A2 and M4 carbines as primary weapons, with the more modern M16A4 used in some roles. The standard support weapons are the M249 SAW, M14, M24 and M72 LAW and the fighters wear a mix of flat OD Green and M81 woodland camo mixed in with civilian and guerrilla clothing. 

Because of their AAF backing, they have limited access to equipment such as body armour, helmets and night vision, but the majority of the soldiers wear ALICE chest rigs. The MAAWS is also used as a heavy AT asset within some fireteams to suppliment the single-shot LAW. Their main sidearm is the M1911.

Supports-

The FIA is supported primarily by re-purposed and camouflaged civilian vehicles, including technicals with a range of armaments and trucks. 

Faction has full Editor, Zeus, MCC, TFAR and ALiVE support (faction name IND_G_F ) Also supports ACE3 Medical system. 
It totally replaces the INDEP FIA faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. 

Mods Needed- RHS, CBA, M16A2's. 

 

Downloads-

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1437796488

Armaholic- 

 

Notes-

Finally got around to making the full set of RHS FIA units with the INDEP FIA now done, compared to their NIA counterparts in Lizard Camo and G3's. 

 

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FIA Overhauled [RHS Edition] updated-

Changed from VSM AOW dependency to RHS only. 

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UCP sees some use by the FIA, as it's being phased out of the actual US Army It's not as common as Woodland, guerrilla or OD Green equipment, but does show up on occasion. 

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Multicam is also used in the FIA, just like the original RHS version with VSM. It's usually used by higher ranking or special weapon soldiers, as well as the campaign units like Kerry and Miller here. 

 

Updated- Removed VSM AOW Dependency. The FIA now use a mix of Woodland, OD, Multicam and UCP using only RHS assets.

 

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Middle Eastern Militia released-

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A Special Operation Forces Faction [SFF] that adds a basic, lightly equipped Middle Eastern Militia force. 

The Faction-

This faction is not based on any specific insurgency movement, but takes inspiration from several, such as the 'National Transitional Council' of the Libyan 2011 civil war as well as a few smaller fictional groups, such as the OPFOR in Insurgency and Insurgency-Sandstorm. 
They are armed with a mix of firearms, from AK-47's, AK-74's and FAL rifles, supported by heavier weapons like RPK's and RPG-7's. 
Uniform do not exist at all within the Miltia, and no camo patterns are used at all, instead using mostly light weight rigs, bandoleers along with civilian or guerrilla clothing. 
FN FAL's in 7.62 NATO are mixed in with the more common AK platform rifles, giving them decent stopping power and a handy DMR rifle, with the FN 30-11 bolt action sniper rifle being their primary long range weapon apart from vehicle mounted supports. The standard sidearm is the Makarov.

Supports-

The Militia are supported primarily by light vehicles like technicals and trucks with a range of different armaments. This mod was in reponse to a request that I make an OPFOR rebel group with civilian like gear and no camo, suitable for a range of different terrains or scenarios and having no uniform dependencies. They are well known for making heavy use of IED's (Improvised Explosive Devices) and other traps. 

Faction has full Editor, Zeus, Task Force Radio and ALiVE support (faction name MEM ) Also supports ACE3 Medical system. The Middle Eastern Militia are an OPFOR faction. 

https://forums.bistudio.com/topic/200555-special-forces-factions/
Discussion page and updates/ WIP logs will be posted here before they hit the Workshop.

 

Download Link-

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1441443993

 

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Middle Eastern Militia updated-

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Added ATGM Gunner
Added ATGM Team squad

Changed Sharpshooter's equipment slightly. 

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German Special Forces [SFF] remastered and major update-

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2035 Era KSK forces have been expanded greatly, from a 4 man team to a full 8 man squad, with a wider selection of troops and 6-8 new squad/group types.

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Replaced the old USP they used with SIG P22X sidearms from NIA, and they also have a few new weapon and attachments

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MG3 gunner can now actually do more fighting, as he's got more ammo now. BRRRT!

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Expanded the selection of Fennek's to include Armed variants, rather than just the scout model

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DMR is currently using a placeholder G3 until NIA finishes with the HK416/417 line that is currently WIP. 

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Leopard 2 is still the same, nothing has changed there

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2035 DMR team has a PSG1A1 and 6.5 Grendel G36 Carbine. 

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More of the 2035 units. 

 

Notes-

I've changed the armaments from NIA / SMA mix to pure NIA, due to SMA's seemingly halted development, and that was the result of the poll I was doing here and elsewhere (A3 mod hub Discord) 

 

Download link-

https://steamcommunity.com/sharedfiles/filedetails/?id=855118984

replaces the older version

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NATO Overhauled - US Army RHS Edition released-

 

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This mod is a total replacement of the North Atlantic Treaty Organisation (NATO) units, bringing them more in line with modern day equipment, weapons and uniforms.
It works in the official Arma 3 Campaign and custom scenarios that use the NATO faction will be using the new faction as well. 

The Faction-

NATO soldiers have been changed into a force resembling the United States Marine Corps, with more comtemporary weapons such as the M4A1 Carbine replacing the MX rifle. The standard uniform is Multicam OCP for all infantry units, with most units having IOTV vests and OCP ACH combat helmets. 

The M249 SAW is the standard autorifleman weapon, giving the individual fireteams saturation fire at longer ranges. Marksman carry an M14 or ACOG equipped M4A1, and the Army forces as a whole are armed with mostly M4A1 Carbines. The M240 Bravo is in the faction as a medium machinegun asset, and the M590 Mossberg shotgun is added for breaching and CQC operations. The M4 carbine with the burst trigger group is used by units that are not combat orientated, such as helicopter pilots and vehicle crewman. 
The standard AT weapon is the AT4 launcher, but SMAAW and Stinger teams are available as heavy weapon assets replacing the Titan AT/AA. The standard sidearm for all regular Marine forces is the Berreta M9.

Specialist Elements-

The Recon SF units have been loosely based on the Army Special Forces and are equipped differently to the standard line infantry units. 
They carry the more compact Daniel Defence Mk18 or M4A1 Block 2 rifle's loaded with Mk316 SOST rounds as standard and have the Mk11 as a DMR, with support from a M249 machinegun. UAV and JTAC (Joint Terminal Attack Controlers) are intergrated into the SF ground teams to provide CAS and reconnaissance if needed.
They are wearing Multicam Crye G3 uniforms and MBAV vests. Standard sidearms for the SF forces is the Glock 17. 

The Assault Diver teams have been re-armed with HK416 assault rifles, respresenting a basic SEAL Diver team.

Combat Patrol squads are similar to the Infantry forces in Multicam uniforms and vests, but they are equipped primarily with M4A1's with supressors for steath missions and have the M14 EBR, M249 SAW's and M240's Bravo's for support. 

The CTRG Forces, including Captain Miller, have also been turned into SOF units, carrying slightly more advanced weapons compared to the normal Raider forces. They have the M2010 MSR for sniper support, Mk11's and have more Mk18's instead of M4A1 Block 2's, as it's a more compact rifle. 
They are wearing Multicam Crye G3 uniforms and MBAV vests. 

Supports-

NATO Forces retain all their original support assets, from Merkava MBT's, Oshkosh M-ATV MRAPs and many other ground vehicles, with air support from AH-6 and MH-6's, RAH-66 Comanches and CH-47 Chinooks. 
I am NOT able to add RHS vehicles into the main game campaign, it breaks missions. If you want to you can easily just use normal RHS vehicles for your own missions instead. 

A-10's and FA-18X's provide fixed wing ground attack and air-to-air interdiction, respectively. 

Important Notes and bugs-

The faction is fully functioning as a total campaign replacement, but it can occasionally have an error where some things are not replaced in the campaign- Usually it's Kerry's unique helmet, sometimes a NATO unit of some kind in your squad, and cutscenes might revert the gear. 

Faction has full Editor, Zeus, MCC and ALiVE support (faction name BLU_F ) Also supports ACE3 Medical system. 
It totally replaces the BLUFOR NATO faction in editor, Zeus, MCC, ALiVE and all scenarios played when the mod is enabled.

 

Downloads-

 

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1458833592

 

Notes-

It's been highly requested for a while, but now you have options for both Marines or US Army when using RHS as a NATO replacement force. The Rifleman with MAAWS Rifleman (Light AT) added in the Tanks DLC I cannot replace right now, just avoid using him. Due to technical reasons I cannot have the Marines replace the Pacific forces and the Army the Medd forces, as NATO replacements seem to replace BOTH factions at once, Pacific and normal. 

 

 

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New faction released-

Special Forces Faction mod [SFF] that adds the "Epirean Free Militia" to Arma 3. The EFM is a fictional European military faction. 
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The Faction-

Since the initial deployment of the US Army in the Green Sea region for Operation Arrowhead in 2009-2014 drew the majority of Western forces into the Middle East, the situation in Epirus has declined and several warring factions have broken out in the mountainous nation, which has been suffering greatly from the multiple wars that have broken out during the 20th Century as well as mass poverty in the region. 

'The Epirean Free Militia' is one of the largest factions, and have equipment comparable with a third world's standing army, with it's forces split into two distinct groups-

The Militia forces, who have civilian, guerrilla or mixed older weapons and equipment, such as AKM's, AK74SU's and partial camo or civilian clothes with little access to body armor other than some scavenged from killed police units, make up the bulk of EFM ground and infantry forces. Some veteran soldiers act as leaders for the Militia fighters, and they can be identified by their improved equipment and weapons, as well as more common use of camo.

Specialists-

The other group of forces is the combat Veterans, who have greater access to semi-standardised Tiger camo uniforms, ballistic body armor taken from the local military forces, and they have greater numbers of more modern weapons like the AK74. They have better leadership and training compared to the Militia forces, and some of the Veteran troops have night-vision googles, meaning they are much more effective at night-fighting than the Militia, who have flashlights. 

Supports-

The EFM have been known to purchase ex-Soviet block vehicles such as the BMP, T55/T72 and ZSU-Shilka, but these are rather rare, with the bulk of forces using technicals or commandeered civilian vehicles for long-distance travel. The majority of militia forces speak Serbian, English or Greek, with some of the higher ranks being Army defectors who are providing weapons, body armor and training to the regular militia forces.

The faction is fully compatible with Editor, MCC, ACE3, Zeus and ALiVE (Faction Classname IND_EFM )

 

Downloads-

Steam Workshop-

https://steamcommunity.com/sharedfiles/filedetails/?id=1512774305

 

Notes-

These guys are a faction I have mentioned on occasion before, as they were previously internal to my unit, but I decided to give a public release for them as well. They are a fictional European group I have been making and updating in various forms and dependencies (this one is the newest version, with RHS AFRF) since before September 2016, so have a decent selection of units.

My goal with the faction was a real intermediate faction, with a lightly equipped core of more Insurgent/ Militia type troops backed by more conventional units with better equipment, with vehicle support to make them more challenging to fight compared to ordinary insurgents.

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Man, I've kind of branched out alot over the past year or so, not just doing small Special Forces factions but overhauls/ replacements, Armaverse factions and the like.

 

EDIT- The Finnish Forces I was working on I can't release, as they were broken in a recent update as the mod they used for a dependency deleted the classnames I was deriving the units from. 

 

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Work-In-Progress-

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New Gendarmerie Overhaul that uses NIA weaponry instead of pure Vanilla equipment. A RHS version is also in the plans for the future.

 

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Gendarmerie Overhaul (NIA Edition) released-

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Total replacement faction for the Tanoan Gendarmerie Police forces, expanding the unit roster and adding more units and vehicles to the faction. It works in the official Arma 3 Apex Campaign and custom scenarios that use the Gendarmerie faction will be using the new faction as well. This version uses NIA weapons, a Vanilla version is also available.

 

The Faction-

The Gendarmerie form Tanoa's Police force, and were the local law enforcement agencies on the Horizon Islands, and they have been expanded to counter the rising illegal drug and weapons trading from the Syndikate cartel groups. The primary police patrol weapon is the HK MP5A3, with the SIG P226 being the primary sidearm. The police patrols lack armor and heavier weapons, relying on the rapid response teams for support in firefights.

 

Historical Info-

Tanoa's origins as a former French colony in the South Pacific means that it has the Gendarmerie, who form the islands police and security forces. The Gendarmerie is a kind of Military Police force, and it's mixed bcakground means they often have better training and equipment compared to a purely civilian force. The primary languages are French and English. Following natural disasters there was a large spike in criminal and drug trafficing in the area, resulting in increasing military like roles in the police, from the formation of a rapid response SWAT unit to the eventual deployment of NATO and British forces to the islands to maintain order.

 

Specialist Elements-

The Rapid Response units, who are Tanoa's SWAT type element, are heavier armed and armored than the police patrols, and carry the HK416 and MP5A3. They wear distinctive black body armor and equipment and are much more useful in combat situations compared to the lightly equipped patrols. The Response team also has Marksmen and Sniper units available if needed, armed with a 20 Inch DMR version of the HK416 rifle loaded with Mk262 SPR marksman rounds. 

 

Supports-

The natural disaster, and rising crime, has attracted international media attention from Australia, the UK and the United states, so journalist teams and their bodyguards are found as support units. The Gendarmerie are supported by Police Offroads, MRAPS, Police speedboats and light helicopters. Medical trained units can be used to treat the wounded in the aftermath of any combat.

 

Faction has full Editor, Zeus and ALiVE support (faction name BLU_GEN_F ) Also supports ACE3 Medical system. It totally replaces the BLUFOR Gendarmerie faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled.

 

Downloads-

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1529786556

 

Notes-

I also plan a RHS version of the Overhaul at some point in the future, using similar armament. 

 

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Slightly off-topic, but I made a magazine support mod between SMA and NIA-

 SMA - NIA Ammo Patch

https://steamcommunity.com/sharedfiles/filedetails/?id=1541682259

 

Some notes-

I removed the X-15 drums from the weapon list because I could not get the JAM support working, and while I fudged it cause the SMA guns already have STANAG and P/EMAG visual versions I decided not to support drums. All other NIA magazines functionally work, including STANAGS, EMAGS, PMAGS, HK Heavy STANAGS, Lancer Mags, as well as the new IR Dim and other Tracer mixed loads for ammunition.

 

SMA magazines are still supported as  back-up/ to prevent issues with scenarios or units (cough) that used SMA ammo in the rifles. SMA 7.62 rifles can feed NIA FAL ammo, just in case, as there is no real SCAR / HK417/ AR-10 type rifle that would make more sense, it's mostly just for emergency use. 

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