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  3. Deadweight

    Fapovo Fractured - Mission 2 (Blame Game)

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    Doctor please, no tags
  4. Arg

    Operation Beacon- Part 2

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    I'd love to attend but there is a 95% chance that I will not make it
  5. EpsilonNiner

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    damnit, Alpha 2nd TL then please Jeri
  6. Veagance

    Operation Beacon- Part 2

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    P o g
  7. Jerichron

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Slots updated @Mingy @EpsilonNiner please select new slots at your earliest convenience.
  8. kMaN

    Operation Beacon- Part 2

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    I'll take Assault One Rifleman LAT.
  9. Yesterday
  10. Sarissa

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Requesting the Lead (or any) Mando slot
  11. Silberjojo

    Operation Beacon- Part 2

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    I'm in
  12. Rtiler96

    HoI4 Historical Multiplayer Game

    It's a bit late for me especially with work on monday but thanks for the ping nevertheless!
  13. riccardi48

    Operation Beacon- Part 2

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    i should be good to go
  14. Mingy

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Mando SL if no one with tags takes it please
  15. Conga Line of Neckbeards

    Operation Beacon- Part 2

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    @Griffin68965 I'm at work that day, so my slot is free.
  16. EpsilonNiner

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Mandalorian Warrior please
  17. GloppinBoopin

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Mando Warrior please
  18. TheSalader

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Delta heavy gunner (Mando)
  19. info

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Mando warrior please
  20. LurkerOne

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Delta Medic, tags
  21. Griffin68965

    (TvT) Fall Of the Republic #5 (UNDERGROUND AMBUSH)

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    Jedi pls
  22. Griffin68965

    Operation Beacon- Part 2

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    Not sure if mentions go through when copied over so i'll double check here. @KingShibe @Prometheus13 @Veagance @Arg @Conga Line of Neckbeards @info @Silberjojo @riccardi48 @vladdis611 @TheSalader You all have a spot in this event as you were in the first part. If you are unable to attend or simply don't want to, let me know.
  23. Fred

    [TNT] Tuesday Night Tanks

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    FNF can guarantee 14 RSVP slots for members of FKGaming. If you wish to have a guaranteed please RSVP. If the RSVP is full, you can still attend as long as there are slots available in the mission. I will be putting in the RSVP on Tuesday Afternoon (27/04/2021). Tuesday Night Tanking is an event hosted by Friday Night Fights (FNF) bringing multiple ARMA3 communities together to fight in large scale tank battles. The event format will be familiar to those who have played with FNF before, with multiple Light/Medium/Heavy armour platoons, battling it out in vehicular slugfests! There will be 3 rounds of gameplay where you will need to capture a Neutral Sector, after each round has finished (approximately an hour) you are free to leave (and join in if you missed the round) but please let me know. So far, the factions and the platoon structures have not been release, I will update this page as more information is found. Additionally, the End time is purely an estimate. The actual end time will depend on how quickly the three missions play out. The Mods and Server details can be found on their discord. Linked here Please Read the FNF Rules If you are at all interested in shooting at enemies who will actually pose a challenge, RSVP today!
  24. Griffin68965

    Operation Beacon- Part 2

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    Apex DLC required! Operation Beacon-Part 2 Start Time: Early evening Weather: Stormy ++MISSION BRIEFING++ After the successful destruction of the enemy AA systems and the catastrophic failure of the exfil attempt, alongside the loss of their leader, the group now finds themselves running headlong into the jungle and away from death or capture. The enemy is now on full alert, and more than enough time has passed to allow their heavier assets to mobilize. The survivors end goal now, is to get the hell off of the island, however you never leave a man behind. So before they can leave they must find out what happened to their missing member and if possible rescue them, if all else fails they should at least find out where he is being held so a rescue attempt can be launched at a later date. They are faced with two possible exit strategies: Option 1. make for the U.S embassy. If done directly this would involve traversing difficult terrain which is swarming with alert enemy combatants, and even if they reached the embassy it would likely be surrounded by a cordon of hostile forces. A possible alternative is to make for the Fishing facility in Harcourt and steal a boat, while this would allow them to move to port near the embassy and bypass the cordon, it would mean a noticeably longer walk through enemy territory. Not to mention dodging the checkpoints on the bridge between the two islands. Although if they did make it they would be safe from reprisal, then it would be down to the politicians to sort it out. Option 2. the alternative however is if anything even more risky. It would mean assaulting the militarized main airport and trying to steal an aircraft, with no guarantee that the CIA pilot would be able to fly any of the planes available. However if they could manage it, they would be home free, after all they did just blow up the islands main AA systems. Calling for backup doesn't seem to be an option either. Crossroads isn't answering suggesting that communications off of the island have been blocked. It would seem that comms between the two squads have also been intercepted, as the enemy had been reacting to their movements very quickly in the run up the disaster. To make matters worse the Assault team was not expecting night time fighting, and as such are not equipped for it, so they might be forced to divert to the Recon Base to equip themselves The Recon base also holds general supplies. Although this would increase the chance of being found even further. Whatever option they choose it would pay to be careful and take things slowly if required, it is better to arrive late than dead. Zeus' Note! completing all objectives in one mission is not mandatory. Do what you can in the time given, and if needs be a Part 3 will be created. It is better for you to take your time and be cautious, than to try and rush it and fail. ++DISCLAIMER++ The aim of this is to have a slightly smaller, more serious/immersive mission for those who enjoy it, and i reserve the right to pick those who i believe best suit the mission. --BRIEFING COMPLETE-- ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) (This event only has 10 slots. As this is Part 2 of a mission the players who were in Part 1 have been placed in their previous slots and have priority regardless of tags. If said people are not able to attend or simply don't want to, please let me know.) *Assault One Lead is considered to be PLT* *For people who played part 1: Slots are not identical to before but you are all in the equivalent slot.* *Demo and LAT start with depleted kit due to it being expended in part one.* Assault One: Team Lead (SL TAGS): @KingShibe Medic (MEDIC TAGS): @Prometheus13 Rifleman (Demo/2ic) (REGS+): @Veagance Rifleman (Demo) (REGS+): Open Rifleman (LAT) (REGS+): @kMaN CIA Pilot (Regs+): @info Scout Team: Scout Lead (SL TAGS): @Silberjojo Scout Medic (MEDIC TAGS): @TheSalader Scout Rifleman (REGS+): @vladdis611 Scout Rifleman (REGS+): @riccardi48 --SLOTTING-- ++RESTRICTIONS/NOTES++ There will be no briefing other than the text at the top, you're going straight in. Loadouts are scripted 1 respawn for each Milestone reached (recon camp reached for example) Looting of enemy weapons and uniforms is allowed (ping zeus to allow technical changes) BFT disabled. Side channel markers only to be used when the majority of players can talk in local When using an LR the enemy will know the location of the sender if active transmission lasts longer than 25 seconds for every 10 minutes of IRL time. The recipient is not affected --RESTRICTIONS/NOTES-- ++EQUIPMENT++ Loadouts are scripted --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset: Standard FK modset
  25. Sarissa

    HoI4 Historical Multiplayer Game

    I’m in. My experience is very low, best out me as a minor.
  26. Beshman

    HoI4 Historical Multiplayer Game

    I'll do UK
  27. Resurge

    Fapovo Fractured - Mission 2 (Blame Game)

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    Group 1 leader plz
  28. until
    ++MISSION BRIEFING++ "In our bones, we knew the war was almost over. The galaxy held its breath, waiting to see which side would make the final, daring move. As fortune would have it, the Republic moved first. After the Chancellor informed the Jedi Council that General Grievous and the Sep leaders were hiding on Utapau, General Kenobi gathered an army large enough to capture three star systems. When the orders reached the 501st, our morale soared. For better or worse, this would be the beginning of the end." ―Anonymous 501st clone trooper 19 BBY "not even you can see into hyperspace, Sev" After three years of fighting, the Galactic Republic has begun to gain an advantage over the Confederacy of Independent Systems, many of whose leaders are now dead, with the most recent being founding Head of State Count Dooku. Republic Clone Intelligence has now managed to discover the location of General Grievous, who succeeded Dooku as Head of State. Jedi General Obi-Wan Kenobi has in response organized a fleet of Venator-class Star Destroyers carrying an army of clones large enough to capture three star systems and dispatched to the Utapau system to bring this war to a swift end. We must for our part in this operation capture a droid resupply and logistics Centre critical to the CISs capacity to mount a defense on the planet. With any luck this conflict will soon be over... ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Clone Wars in the Star Wars Universe. The mission will be making use of the Arma 3 mods Star Wars Opposition, Legion Studios Base and 3AS which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to Clone Wars Era/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the Clone Wars. This mission itself will be composed of two phases Phase I will resemble that of a normal mission which will include players all being on the same side clearing the assigned objectives and working together as a cohesive unit. In the following Phase II there depending on the choices of critical elements (See Below) will be a varying degree of TvT during which the opposing sides will receive differing objectives and goals of which they will be briefed prior to mission start as to what options and actions may be taken in the second Phase and when it will start. Any actions or preparations by either side prior to Phase II which are overtly intended to gain an advantage over the other side prior to the start of hostilities will be treated as metagaming and treated as such. Factions Phase I: Clones (BLUFOR) Jedi (BLUFOR) Mandalorians (BLUFOR) CIS (OPFOR) Factions Phase II: Clones (BLUFOR) Jedi (INDFOR) Mandalorians (Unknown) CIS (OPFOR) ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role,(Tag Required, Rank Associated) PLTN COMMAND SQUAD: PLTN Lead (PLTN TAGS ONLY, Officer) OPEN PLTN 2ic/Runner (PLTN 2ic TAGS, Officer) OPEN PLTN Medic (MEDIC TAGS, Specialist) OPEN Jedi (Any Leadership Element Tag) @Griffin68965 [NO TAGS] ALPHA SQUAD: Alpha Squad Lead (SL TAGS, Officer) OPEN Alpha Squad Medic (MEDIC TAGS, Specialist) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN Alpha Squad Team Leader (TL TAGS, NCO) OPEN BRAVO SQUAD: Bravo Squad Lead (SL TAGS, Officer) OPEN Bravo Squad Medic (MEDIC TAGS, Specialist) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN Bravo Squad Team Leader (TL TAGS, NCO) OPEN CHARLIE: SQUAD: Charlie Squad Lead (SL TAGS, Officer) OPEN Charlie Squad Medic (MEDIC TAGS, Specialist) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN Charlie Squad Team Leader (TL TAGS, NCO) OPEN DELTA SQUAD (5x Man Mandalorian Contractor Group): Delta Squad Sergeant (SL TAGS, Officer) @Sarissa Delta Squad Medic (MEDIC TAGS, Specialist) @LurkerOne Delta Squad Heavy Gunner (Regs+, NCO) @TheSalader Delta Squad Warrior (Regs+, NCO) @info Delta Squad Warrior (Regs+, NCO) @GloppinBoopin --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the following mods may be used in this mission. Legion Base - . 3AS - . 101st - . 212th - . JLTS - . Looting of enemy primary weapons and equipment is prohibited. All weapons , uniforms, vests, helmets and other equipment from the 501st mod - are prohibited. All weapons , uniforms, vests, helmets and other equipment from the SWOP mod - are prohibited unless a specific exception is mentioned. Launcher Carriers, Designated Marksmen and Medics are considered specialists. Individuals may not take vests inappropriate to their rank. Pauldrons are to be worn by authorized individuals only or by ARC troops. PLTN HQ. Asset Leads. Squad Leads [SL Only]. ARC Troops. AutoRiflemen, MachineGunners, MAT Bearers may take the Clone Heavy Gunner Vest && Clone Heavy Vest if desired. AutoRiflemen, MachineGunners, MAT Bearers and DMR Carriers are considered Specialists and may take the Clone Trooper Specialist Vest if desired. One squad energy shield is permitted per squad and no more. Two personal energy shields or hand held riot shields are permitted per squad and no more. Rifleman mag size limit raised to 60 rounds per magazine. HAT and Chain guns Limited to Designated heavy weapons teams. Mandalorians May Only Take 1x Flamethrower per Squad. --RESTRICTIONS-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless specified remain in effect for this mission. Uniform: Phase II 501st Legion Clone Trooper Armor. Helmet: Phase II 501st Legion Clone Trooper Helmet. Rifles: DC-15A. DC-15S. DC-15C. Westar M-5 (ARC only) Westar-35C (Mandalorian Only) Westar-35S (Mandalorian Sergeant Only) Flame Thrower Hand (Mandalorian Only) Secondary: DC-17. Flame Thrower Hand (Mandalorian Only) Westar-35SA (Mandalorian Only) Westar-35 'Hammerhead' (Mandalorian Only) Dual Westar-35 'Hammerhead' (Mandalorian Only) Machine Guns: Z-6 rotary blaster cannon. Auto Rifles: DC-15L. DC-15SAW. DC-15A Mod 0. Shotguns: DP-23 Shotgun. Designated Marksman Rifles: DC-15X. DC-15A Long. DW-32s Valken-38x DC-15XM. Jet Trooper Grenade Launcher: RD-4 Radiation Cannon. MAT: RPS-6. HAT: PLX-1. Pauldrons: Color: Respective to the legion being played, An ARC playing a non-ranked role must take non-colored pauldrons. Permitted Roles: Squad Leads [SL Only], Platoon Leader, Platoon HQ, Asset Leads, ARC Troops. Note: Double Sided Pauldrons are restricted to all except ARC Troopers. --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset
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