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Star Wars Battlefront #1 [1st Main]

    

Jerichron
Mission Planner

Event details

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  ++MISSION BRIEFING++

"My first day as a member of the 501st... it was hot, it was sandy, chaotic. Nothing at all like the simulations on Kamino. Of course, that's pretty much the way it was for all of us, wasn't it? All that breeding, all those years of training... it doesn't really prepare you for all the screaming or the blood, does it? Frankly, I'm still amazed we ever made it through the first hour, never mind the first day."

501st Soldiers Journal.

Whilst the attempt to decapitate the Separatist leadership at the Arena has failed, Obi-Wan Kenobi and Padawan Anakin still require rescue alongside Senator Amidala. Whilst the Separatist leadership may now be beyond our reach, their forces still nominally remain on the surface of Geonosis and are vulnerable to ground and air engagement as they attempt to evacuate the planet and escape from the local system. We must attack through the established ground defenses along the valley in sector 506 and prevent the Core Ship at the end of the valley from escaping from the planet with its deadly complement of battle droids.

FOR THE REPUBLIC!

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OBJ-1

#1

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#2

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1. Engage and Destroy CIS Installation and Infrastructure around the Geonosian Arena and allow for the extraction team to collect the Jedi trapped there.

Notes:

- The Area is guarded by three Garrisoned Bases which are equipped with anti aircraft systems and flak batteries.

- Additionally one Munificent class Frigate is stationed nearby.

- Some Hard Cell Transports are refuelling in the area.

 

OBJ-2

#1

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#2

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2. Engage and Disable Ships and Refuelling Infrastructure in the CIS Evacuation Area.

Notes: 

- The Area is guarded with anti aircraft systems and flak batteries.

- One Diamond Class cruiser is guarding the launch sites.

- Multiple Hard Cell Transports are preparing to launch.

 

OBJ-3

#1

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3. Engage and disable the Core Ship preparing to take off to the south east of the Evacuation Area.

Notes: 

- The Core Ship is defended by substantial Ground and Air Assets in it it near vicinity.

- The Docking platform is equipped with Heavy Turbo-lasers and Flak Batteries.

- The Bridge and Navigation Systems are powered by two Generators Located on its Bridge Section.

++BRIEFING COMPLETED++

MISSION SUMMARY: 

This will be a heavily themed mission with elements taken from the Star Wars universe The mission will be making use of the Arma 3 mods 3AS (Beta Test), JLTS, 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 Star Wars and Era based weaponry as well as some supplementary options 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 may be 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 RESERVATIONS OPEN ON THE 9TH AT 4:00PM EST PRIOR REQUESTS WILL NOT BE APPROVED)

Slot Format: Role,(Tag Required, Rank Associated)

 

CoZeus: OPEN

CoZeus: OPEN

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PLTN COMMAND SQUAD (LAAT):

  • PLTN Lead/Flight Lead (PLTN TAGS ONLY, Officer) OPEN
    • PLTN 2ic/FAC (PLTN 2ic/FAC TAGS, Officer) OPEN

 

 

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VENATOR CREW:

  • VNTR Captain/ATC (FAC TAGS, Officer) OPEN
    • Deck Crew: OPEN
    • Deck Crew: OPEN
    • Deck Crew: OPEN
    • Deck Crew: OPEN
    • Deck Crew: OPEN

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Red Squadron (Arc-170) (RPTR 1-1):

  • RPTR Pilot/Flight Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
  • RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
  • RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN

 

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Blue Squadron (Arc-170) (RPTR 1-2):

  • RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
  • RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
  • RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN

 

 

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Green Squadron (Y-Wing) (RPTR 1-3):

  • Y-Wing Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
    • Y-Wing Gunner (Reg+) OPEN
  • Y-Wing Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
    • Y-Wing Gunner (Reg+) OPEN
  • Y-Wing Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
    • Y-Wing Gunner (Reg+) OPEN

 

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Gold Squadron (Delta 7) (RPTR 1-4):

  • RPTR Pilot/Lead (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
  • RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN
  • RPTR Pilot (RPTR Pilot Tags ROTARY && FIXED, Officer) OPEN

--SLOTTING--

++RESTRICTIONS++

  1. Only Weapons and equipment from the following mods may be used in this mission.
  2. Standard Scope Limit raised to 5x times magnification.
  3. Medics may take 3x Bacta Tanks from LFP for instant revive of injured soldiers regardless of wounds. 
  4. Rifleman && Crew mag size is raised to 60 rounds per magazine in these missions.
  5. Bacta Bandages may be taken as a replacement for Elastic Bandages with a significant increase to wound coverage with a similar wound reopening time.
  6. Star Wars Medical items aside from those mentioned in rules 8# and 9# may not be taken.

 

RPTR:

  1. Flight Characteristics and Gameplay have been drastically changed from standard by WebKnights Avionics.
  2. Arc-170 Spacecraft are not permitted to take standard pylon weaponry aside from those provided in WebKnights Avionics.
    1. STDM Missiles should be taken for Arc-170s.
  3. Y-Wing Aircraft are not permitted to take Air to Air Guided Munitions aside from those provided by WebKnights Avionics. Bombs and unguided-Guided Air-Ground munitions are permitted.
    1. QAAM Missiles should be taken for Y-Wing.
  4. LAAT Gunships are not permitted to take Guided Munitions aside from those provided by WebKnights Avionics. Unguided munitions from non WebKnights Avionics are permitted.
    1. QAAM Missiles should be taken for LAAT.
  5. These rules are intended to take advantage of the changes to AI and spirit of dog-fighting encouraged by WebKnights Avionics. If there are perceived issues with the changes listed above please take it up with the event host.

--RESTRICTIONS--

 

++NOTES++

  1. The improved Melee system can be configured by esc > options > controls > configure addons > WebKnight's Melee.
  2. WBK Avionics can be configured by esc > options > controls > configure addons > WBK Avionics.
  3. 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. 
  4. Those streaming or inclined to listen should be aware that music from the Star Wars universe will be played throughout the mission.
  5. RPTR G-forces have been disabled for these missions and G-force reducing uniforms/equipment should not be a consideration in setup time.

 

WBK Avionics Guide: (Credit to @AntiMatter)

Quote


WBK Avionics Quick Guide - 3AS

Just a quick guide to explain each key bind for webknight avionics, system and gameplay. This will be specifically aimed to help towards the star wars mission. As such this won’t go over all missile types.

 

 

It is HIGHLY recommended that you change your keybinds, to what best suits you and at the very least there are no conflicts.

 

 

WebKnight Avionics, small description from workshop page;

“Brings a whole new dogfight system for jets like in Ace Combat or Project Wingman!”

 

 

Controls:

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1.    EarPlugs; Rather simple makes its quieter inside the aircraft

2.    Plane Customization; One of the important key binds of the mods, it will open a menu to select cosmetics, pylons, missile type, and gun weaponry.

3.    Enable Reverse Thrust; Enables reversing in the plane.

4.    Reverse; It will reverse the plane at a rate of roughly 10 km/h. As a warning, use this at your own risk. It does not function in all aircraft, i.e. in the ARC-170 you’ll just tilt the nose of the aircraft up.

5.    Mark targets; Mark targets for allies with a ping, kind of like the base game ping, more useful for static targets or points of reference.

6.    Enable after burners; if the aircraft you have has after burners you can use this, it is a burst of speed with a cooldown afterwards.

7.    Enable HMD/HUD; Turns off/on the HUD for Avionics.

8.    Launch Missile; Does what it says

9.    Switch Target; Cycles through targets to engage. The other locking method is lining up your crosshair to the target, which does not require the keybind. You should be told what locking method is in the mission. Also recommend the LAUNCH MISSILE and SWITCH TARGET should ideally not be the same button like default.

10.  Launch IRCM; Counter measure button, to avoid incoming missiles. It will say if you have it or not. It has a cooldown (example further down).

11.  Fire extinguishers; puts out fire after being hit, also doubles as a repair in the air. It has a cool down, though it doesn't show.

 

 

 

 

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Client Settings:

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Callsign; put something in the box that name will appear on your aircraft, on other peoples HUDS. Suggest you leave this blank or speak to your flight lead/mission maker on the day.

 

 

Plane Alert Sound; This will mainly warn you about missiles or low altitude. Change it to something you like, you’re going to hear a lot.

 

 

Show incoming missile indicator; Self explanatory, recommend you don't touch.

 

 

Show destruction VFX; When you get it, if enabled with show flashing lights in the cockpit and on other aircraft. I recommend you turn this off, it gets annoying quickly.

 

 

Colour customization; Change the colours of your HUD, Allies and Enemies to what suits you, or use the defaults.

 

Recommend Mods - Since Starwars Aircraft are nearly all VTOL

VTOL & Flaps Controls Mod -

https://steamcommunity.com/sharedfiles/filedetails/?id=924553546

 

VTOL Hover Controller -

https://steamcommunity.com/sharedfiles/filedetails/?id=1786056727

--NOTES--

 

++EQUIPMENT++ 

Note

  • FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission.

Bridge Crew:

Quote

Uniform:

  1. Imperial Officer Uniform.

Vest:

  1. Invisible Vest (Any).
  2. Belt and Holster (Any).

Helmet:

  1. Naval Dress Cap.

Primary:

  1. [3AS] DC-15A Rifle.
  2. [3AS] DC-15C.
  3. [3AS] DC-15S Carbine.

Secondary:

  1. [3AS] DC-17S Sidearm.

Pilot:

Quote

Uniform:

  1. [3AS] Clone Trooper Armor (501st).

Vest:

  1. Clone Trooper Holster.
  2. [3AS] Clone Suspenders C1.

Helmet:

  1. [3AS] Clone Pilot P1 Helmet.
  2. [3AS] Clone Pilot P2 Helmet.
  3. [3AS] Clone Pilot P2 Helmet (501st).
  4. [3AS] Pilot Helmet (Razor).

Primary:

  1. [3AS] DC-15A Rifle.
  2. [3AS] DC-15C.
  3. [3AS] DC-15S Carbine.

Secondary:

  1. [3AS] DC-17S Sidearm.

 

Crew:

Quote

Uniform:

  1. Construction Coverall (Blue).

Vest:

  1. Deck Crew Vest (Yellow).

Helmet:

  1. Reinforced Service Helmet.
  2. Reinforced Service Helmet [Coif].

Primary:

  1. [3AS] DC-15A Rifle.
  2. [3AS] DC-15C.
  3. [3AS] DC-15S Carbine.

Secondary:

  1. [3AS] Fusion Cutter. (Replaces repair Kit and uses ammo to repair vehicles). 

 

General Equipment:

Quote

LR Radios:

  1. Clone Mini LR Pack.
  2. Clone RTO Backpack.

 

Binoculars:

  1. Clone Commander Electrobinocular. PLTHQ
  2. Clone Trooper Electrobinocular. [JLTS Mod] Non Thermal.

--EQUIPMENT--

 

MISSION REQUIREMENTS: 

SERVER INFO : 

  • Name: FK #4 Custom Mission Server
  • IP: arma4.fkservers.eu
  • Port: 2402
  • Password: On Request
  • Modset 45 GB.

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