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Siege Of Mandalore


Mission Planner

Event details

Siege Of Mandalore




The Planet of Mandalore is currently in the midst of a civil war, as different factions attempt to align the planet with either the Separatists or the Republic. The Separatists have supplied the faction supporting their cause with multiple battalion size droid elements, armoured vehicles, and a small contingent of aircraft. They have completely fortified the area surrounding the capital of Madrigal, and appear to be waiting for us to make our move. Your tasking is to move out from LZ Rain, and move to capture the Sierra outpost atop hill 127. From there you should have eyes on two newly constructed fortifications that our recon units have not been able to note in any great detail. Your end goal for the operation is to position yourselves in such a way as to allow a second force to land to your west and push past your positions and into the capital. Command believes that the capture of the aforementioned positions should allow us to land the required equipment and reinforcements to do this. As mentioned, the enemy is waiting for us to make a move. However, they have not concentrated their forces in any one location, suggesting that they are not aware of our plans. This means that although contact will be almost instant, it should be limited. However the longer the operation continues, the more the enemy will be able to bring there numerical superiority to bare. For this reason, while it is not recommended that you rush into any actions, time is very much of the essence. As far is reinforcements and resupply are concerned, due to the enemy's AA inside the compounds, we believe that we will only be able to deliver enough equipment and troops to LZ Rain to maintain your starting strength, and even then we anticipate that the regularity of these deliveries will be patchy at best. We will not able to grow our presence in the region until the AA systems have been neutralized.



MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Clone Wars in the Star Wars Universe. The mission will be making use of the Arma 3 mods Star Wars Opposition, Legion Studios Base and 3AS which will be posted as well at the bottom of this event page in a compiled list.  Weaponry within the mission will be restricted to Clone Wars Era/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the Clone Wars.





(Slots are limited to 46, with 8 man squads)


Note for lead elements!
I plan to hold the PLT briefing at a time before the event in an effort to speed up mission start.
Whoever reserves PLT please contact me with a time and day the suits you. Squad Leads, RTO and
Battery lead are encouraged to attend but it is not compulsory. When a time is set, a ping will go out here.
If PLT is not requested, briefing will be conducted in the standard way.


    • PLTN Lead (PLTN TAGS) @Tomo
    •  Squad Lead (SL TAGS) @Jerichron
    •  Medic (MEDIC TAGS) OPEN
    •  Rifleman 2x (On the day)
    •  Team Lead (TL TAGS) OPEN
    •  Machine Gunner (On the day)
    •  Rifleman 2x (On the day)
    •  Squad Lead (SL TAGS) @Resurge (no tags)
    •  Medic (MEDIC TAGS) OPEN
    •  Rifleman 2x (On the day)
    •  Team Lead (TL TAGS) @EpsilonNiner (no tags)
    •  Machine Gunner (On the day)
    •  Rifleman 2x (On the day)
    •  Squad Lead (SL TAGS) OPEN
    •  Medic (MEDIC TAGS) OPEN
    •  Rifleman 2x (On the day)
    •  Team Lead (TL TAGS) OPEN
    •  Machine Gunner (On the day)
    •  Rifleman 2x (On the day)
  • DELTA and ECHO SQUADS= overflow, and cannot be reserved

Mortar Team:

  • Battery lead (Mortar Tags) OPEN
  • Gunner (Mortar Tags) OPEN
  • Gunner (Mortar Tags) OPEN





  1. Semi-scripted loadouts. Only backpacks and inventory items may be altered (eg: Magazines, grenades and medical supplies)
  2. 1 Rifleman may be assigned DMR OR Grenadier. (Grenadier HE grenades are limited to 5x 3rnd, smoke grenades are unlimited)
    MAT may also be assigned. DMR may take a DC-17 pistol as secondary. Weapons list below.
  3. Looting of enemy weapons and non-medical equipment is prohibited.
  4. All equipment from the 501st mod - 501st.png.3934e484de7d99c2e67de984a24907b7.png, and SWOP mod- SWOP.png.aa77c493b55bea4459c071f630e5d86c.png  are prohibited.
  5. One squad energy shield is permitted per squad.
  6. Two personal energy shields or hand held riot shields are permitted per squad.
  7. Rifleman mag size limit raised to 60 rounds per magazine.




Notefor balancing reasons it is requested that you take Legion Base100582689_LegionBase.png.11f24c3fc3c30c2a43f0118e594f6010.png variants.


Grenadier: DC-15A rifle UGL








  • Name: FK #4 Custom Mission Server
  • IP: arma4.fkservers.eu
  • Port: 2402
  • Password: On Request

Recommended Comments


Posted (edited)

332nd load outs required or will we have a mix of 501st and 332nd?


And can I take Bravo TL (No tags)

Edited by EpsilonNiner

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