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The Fall of Reach - Part 3 - BLACKHAT

    

Sarissa
Mission Planner

Event details

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  ++MISSION BRIEFING++

 

"Slipspace Rupture Detected"

August 17th, 2552

Gentlemen, I won't lie. The situation is beyond what could be considered precarious. I know there's been a lot of rumors lately, allow me to dispel what I can. Here's where we stand.

Five days ago the UNSC Grafton was lost in Viery Territory following our assault against the Covenant staging post. The Supercarrier that killed the Grafton was destroyed by a Sierra III team in orbit, but it cost us the UNSC Savannah. Sadly, this was not the victory we had hoped. I can confirm that Reach is currently under assault by a much larger Covenant fleet. Two days ago we lost Sword Base, and yesterday we officially abandoned Viery Territory. Our supply lines are fractured and currently reinforcements are blocked. There are major skirmishes taking place on the edge of the system, and we've had word that the Second and Seventh fleets are inbound to form a major battlegroup to try and break the blockade.
But, until they break through, we're on our own.

Our mission now has changed to defence. We have to secure defensive positions; evacuate what personnel and civilians we can and lock down any security breaches the covenant may exploit. That brings us to today's operation. Two SDV class Corvettes are currently besieging New Nassau. We need to try and break the siege long enough to evacuate some supplies and munitions from the city. But first, there's a more pressing matter.
Marmoset Theoretical were conducting slipspace experimentation and research for the UEG near New Nassau. Their Gamma Station facility was recently attacked by a Covenant raiding party. As far as we are aware; they have lost control of the facility entirely. Within, there was a slipspace data engine which was disconnected from the main network. SIGINT and AI research indicates that it is still active; complete with a full navigational data vault. We can't allow this data to fall into enemy hands.

We're deploying your platoon via Pelicans as close as we can get them. Break through Highway 15 and force your way into the base. Once inside, find and wipe the drive. Then you can push into New Nassau to secure the munitions depots. We'll extract what supplies we can and try to set up a new defensive stronghold.

Good luck Marines.

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++BRIEFING COMPLETED++

MISSION SUMMARY: 

This will be a heavily themed mission with elements taken from the Halo Game Series The mission will be making use of the Arma 3 mods Operation Trebuchet, Fire Team Zulu, Improved Melee System and others 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 Halo Series 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. 

 

++SLOTTING++

(TAGS & REGS PRIORITIZED)

(RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS)

(PREVIOUSLY RESERVED SLOTS REQUESTED DO NOT HAVE PRIORITY OVER OTHER APPLICANTS REGARDLESS OF TAGS. APPLIES 2X MISSIONS FORWARD)

(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/RTO (PLTN 2ic/RTO TAGS, OfficerOPEN
  • PLTN Medic (MEDIC TAGS, Specialist) OPEN
  • PLTN Sniper (PRHT TAGS, Specialist) OPEN

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 Autorifleman : (on the day)
  • 3x Alpha Squad Rifleman: (on the day)

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 Autorifleman : (on the day)
  • 1x Bravo Squad Rifleman: (on the day)

OTHER SQUADS TO BE SLOTTED ON THE DAY

 

--SLOTTING--

 

++RESTRICTIONS++

  1. Only Weapons and equipment from Operation Trebuchet, Fire Team Zulu, Specialized Ordnance, 1st MEU, Operation Arsenal mods may be used within the mission.
  2. Any Covenant Weapon looted in mission may be carried in the next mission if proof of acquisition is provided prior to the next operation and appropriate Role is taken.
  3. Only one Covenant Weapon may be equipped or looted at a time per rifleman.
  4. Rifleman & Crew mag size is raised to 60 rounds per magazine in these missions.
  5. Spartan Laser is to be treated as HAT and restricted to one mag before rearm is required.
  6. 1x Molotov cocktail may be carried by any member of the platoon at any given time.
  7. Spartans, PRHT, and DM roles may take one magazine at a time of special ammunition EG: Incendiary or HE per mission.
  8. Only one primary weapon and sidearm may be taken from the spawn area. Additional primary weapons and their ammunition must be looted in the field.
  9. Only medics are permitted to carry [1st MEU] Emergency med kits and are recommended to carry them. They are capable of instantly sealing all wounds on a specific limb.

--RESTRICTIONS--

 

++NOTES++

  1. IN SARISSA'S MISSIONS ONLY - Any player can control any ground vehicle asset, with SL/PLTN permission. This means if you find an operational Scorpion, you can commandeer it!
  2. The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee.
  3. Primary Weapons with an attached bayonet can be used to bayonet enemies by use of the improved Melee system Buttstock Hit/Bayonet Charge ability.
  4. To assist with some of the equipment and to take into account the settings tone Third Person will be allowed for use in these missions. 
  5. Those streaming or inclined to listen should be aware that music from the Halo universe will be played throughout the mission.
  6. To further play into the theme of the environment and to assist with medical treatment in mission all Players are recommended to take [1st MEU] Biofoam Canister's as a replacement to standard packing bandages. They are more effective than standard bandages and are only available in this setting. Please read carefully when adding to your inventory as other mods Biofoam options do not function as well or at all.
  7. Infantry engaging or expected to engage Elites or Spartans during operations are suggested to bring a decent amount of (HV, AP or Slug Ammunition) and to aim for the head.
  8. Elites or Spartans do not typically die quickly once unconscious from small arms fire best practice is to down enemy heavy infantry ensure sufficient damage and move on.

--NOTES--

 

++EQUIPMENT++ 

NoteFK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. Exceptions are listed above and below.

Any OPTRE or sub-mod firearms permitted per usual class restrictions. 
ARs may take LMG or MMG not the HMG Eritaka
LAT is permissible in the form of the OPTRE sub mod LAW.
M41 SPNKR is considered MAT and AA.
M6 Spartan Laser is considered HAT.

 

MISSION REQUIREMENTS: 

SERVER INFO : 

  • Name: FK #4 Custom Mission Server
  • IP: arma4.fkservers.eu
  • Port: 2402
  • Password: On Request
  • Modset Size: 25GB

Edited by Sarissa

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