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  • FK Arma Rules



    1. ARMA sessions start at 7 PM UK Time 
    2. Follow Orders given by superiors, unless that order will result in breaking the rules.
    3. No intentional discharge, throwing of throwable items, placement of Placeable Objects or otherwise disrupt the briefing in the spawn area
    4. No intentional team killing or friendly fire.
    5. Do not late-join any main mission in progress if 15 minutes have elapsed past loading into the mission, or if people have already left the spawn area.
      1.  For Off-Hours poke Zeus or staff and ask if it is okay to late-join.
    6. You are not allowed to leave mid-mission without appropriate reasoning unless the mission duration exceeded 135 minutes or the Zeus has specified no respawns and you are dead.
    7. All calendar missions are to be made at least three days before the intended mission day.
    8. Side chat is not to be used unless it is for technical issues. Try to sort these in group chat first.
    9. Meaningless drawings on the map are not allowed.
    10. Your in-game name must be the same as your TS name.
    11. You are not allowed to build trenches on roads.
    12. Remove all trenches when leaving an area if possible.
    13. Soundboards and music may be played if no-one present opposes it. Stop if someone requests you to, if you fail to stop after being requested to, you will be removed.
    14. Using Spectator Mode, Zeus and/or Text chat (while dead) to accumulate or disseminate information you or others should not have access to and leads towards missions disruption (location & strength of enemies or unknown objectives etc.) will be treated as Cheating and dealt with accordingly.
    15. If anyone takes a tagged role and is found to be incompetent at the role by staff or the appropriate trainers, that member will be banned from that role till they attend training for that role and the trainers are happy they can take the role again


    1. Slots are non-reservable. They are a first come, first serve. Slotting can be continued if a connecting player (player should be present in the main mission room) exhibits intent to take a slot nobody else wants. (Priority of slotting is the same as normal: Tag Holder -> Reg+ -> FNG)
    2. Calendar missions can have asset/tag roles as reserved slots.
      1. The Zeus of that mission can do slotting themselves if they so wish and staff is present to assist if needed.
    3. Slotting order should be taken as follows:
      1. Tagholders
      2. Regulars+
      3. FNGs.
    4. Before slotting, trainers can ask for a slot for evaluation or training.
    5. Attachees to a squad will be a Rifleman unless told otherwise by a squad lead
    6. If the destruction of an asset is considered a failure condition or a Squad is designated for a ‘Special Purpose’ which will fail the mission if not completed, Zeus can prohibit evals on these assets/squads.
      1. Evals are prohibited during TvTs.


    1. Only Platoon Drone Operator or units designated by Platoon Lead can take drones. The Zeus decides what drone is available.
    2. Enemy assets are prohibited from being used unless explicitly permitted by all three of Squad lead/Platoon Lead/Zeus.
    3. Mortar team is allowed to take one unarmed drone at Zeuses discretion.
    4. AI Crew cannot be used without consent from a slotted asset commander.


    1. Zeuses for the 1st and 2nd main missions are called out by a Bot on Discord one hour before the sessions start.
    2. People willing to Zeus must apply for a mission by:
      1. Using the Discord Bot or
      2. Making a calendar event.
    3. Calendar events are for themed, scripted and campaign missions. 
    4. The following should be announced in TeamSpeak before mission start:
      1. Map
      2. Side
      3. Faction
      4. Assets
      5. Restrictions
    5. Zeus is allowed to place the following number of restrictions on the platoon:
      1. Non-tag holder - 1
      2. Co-Zeus tag holder - 3
      3. Zeus tag holder - 5
    6. Zeus is allowed to apply following restrictions on the platoon, which apply to the end of the mission, unless otherwise specified:
      1. No Night Vision/Thermal Equipment
      2. No Rangefinders
      3. No GPS/ Positioning device
      4. LR Radios
        1. The Zeus can restrict the use of LR radios (Vehicle Radios/SATCOMs can be included in this restriction), any other radio restriction will be limited to calendar events only
      5. Player tracking system (Any combination of these costs 1 point)
        1. BFT alterations (Off/Delayed)
        2. Restriction of drawing on the map 
      6. Ammo limits
        1. Magazine/Round limitations (E.G: Riflemen are only permitted 8 Magazines for primary weapons, AutoRiflemen are permitted up to 1200 Rounds of ammunition, etc).
        2. Grenades and throwables limitations (E.G: Riflemen are only permitted 4 Grenades, Riflemen may take 1 smoke grenade and 2 frag grenades, etc).
        3. Raising the number of launchers or amount of rockets/rounds permitted per squad (Does not require a restriction point).
      7. Zeus may enforce the use of Specific Weapons (Pistols/SMGs/Rifles/Shotguns/MGs/Launchers) - This overrules the side-specific Weapon rule and weapons restrictions regarding bolt action rifles and calibre limits unless otherwise specified. (Base with no modification costs 1 point)
        1. Any equipment for use in the mission must be provided via an appropriate list before slotting (EX: Pastebin, Wiki Link or Text Document). If Zeus provides an Equipment list via a Wiki Link or another source not directly created by themselves additional clarification should be provided as to what equipment may be taken from said source or exceptions/additions to what may be taken. (EX: “No Bolt Action Weaponry” or Only from the “Small Arms Section”). If there is confusion on the players part as to what equipment may be taken it is Zeus’s responsibility to clarify prior to slotting completion.
        2. Associated with this restriction the Zeus may enforce the following modifications or restrictions in mission and are implicitly activated if such options are included in the Zeus' Equipment List and not otherwise specified. (EX: Including only non-Rail weaponry in provided equipment lists). (Any combination of two of these restrictions costs 1 additional point, all options included costs 2 additional points.) 
          1. Force special weapons and equipment (that would normally be blacklisted) on the platoon and special squads.
          2. Specify magazines that are allowed to be taken as part of this restriction (Ex: Require 20 round magazines or allow high capacity drums that are not usually permitted, etc). 
          3. Enforce role and faction Specific optics/Magnification restrictions [Zeus should specify magnifications for different roles in platoon or downgrade existing restrictions].
      8. Specific Gear (Vests, Helmets, and backpacks), if they do massively affect mission balance (No ballistic protection, low load capacity, etc). [Vest/Helmet/backpack list should be provided]
      9. No Looting.
      10. Special Equipment (Any combination of these costs 1 point)
        1. Placeable explosives and mines
        2. Entrenching tools
        3. Toolkit
        4. Tactical ladder
        5. Defusal kit
        6. Mine Detectors
    7. The Zeus is able to provide blacklisted items/gear such as thermals and vanilla mine detectors, without costing a restriction point. They can not however force players to take this gear (see rule 6. for that)
    8. The Zeus can restrict a faction and specific uniforms, vests, helmets, and backpacks regardless of tags, provided that the vests, helmets, and backpacks do not massively affect mission balance (No ballistic protection, low load capacity, etc). (Does not require a restriction point).
    9. Zeus is able to limit squad size for usage of specific assets (does not require a restriction point).
    10. All restrictions must be announced before slotting starts.
    11. Any missions that intend the players committing acts that would be considered covering sensitive topics. (E.G: Intentional killing of civilians, Torture, Suicide Bombing) Should include a disclaimer as part of their mission details and announced before slotting.
    12. Specially themed missions, in which the players do not play as a common military force, Private Military Company or Militia (i.e. Civilians, Police, Bank Robbers, etc.) or starting conditions of the player’s faction are not typical of what would be considered normal operations (E.G: Infantry starts with no weaponry, Asset Crews do not begin with their vehicle, Pitting players against disproportionately equipped enemy forces E.G: Players with WW2 equipment against modern enemy Factions), must have a disclaimer that the mission is themed and be announced before slotting. (Costs 1 restriction point).
    13. TvTs can only be run in calendar missions.
      1. Off hours are exempt from this rule, TvT or PvP elements still have to be announced before slotting.
      2. PvPvE of up to 3 opposing players may take place in normal missions, if announced beforehand (requires one restriction point).
        1. BFT may be disabled as part of this Restriction.
    14. It is prohibited to take a Zeus slot in an ongoing mission without permission from the main Zeus.
    15. A mission shouldn't take any longer than 2 hours unless it's a calendar mission and stated there. However if a mission does take longer players are permitted to leave 15 minutes after the end time.
      1. Mission time starts at 7PM UK time.
    16. Zeus may grant particular individuals the medic role/status in mission if it suits the mission design (E.G: Loaders as Medics) (Does not require a restriction point).

    General squads

    1. Stick to your given role.
    2. Never go off on your own without permission or instruction from Lead.
    3. While a briefing is given everyone is to be silent until the briefing is over.
    4. Only the following roles should be at the briefing:
      • Platoon HQ
      • Squad Leads
      • Asset Leads
        • Only asset commanders (pilots and tank commanders etc), and of those only the asset lead should speak (within reason).
        • Prophet Sniper can be present along with his Spotter

    Weapons/Additional Gear

    1. All players must follow the restriction below (side restrictions are still in place):
      • For more information on the below Weapons please follow the link
      • Platoon/Squad lead, Team Lead, FAC, RTO, Spotter:
        • Assault Rifles
        • Battle Rifles
        • Pistols
        • Submachine guns
        • Underslung Attachments
        • Standalone Underslung Attachments
      • Rifleman (Medic included):
        • Battle Rifles
        • Assault Rifles
        • Pistols 
        • Submachine guns
        • Underslung Attachments (excluding Medic)
        • Standalone Underslung Attachments (excluding Medic)
        • Marksman rifles (if designated by SL as marksman)
        • Shotguns (if designated by SL)
      • Autorifleman
        • Autorifles
        • LMG’s
        • GPMG
        • Pistols 
      • Crew/Pilots (Heli, Tank and Jets)
        • Assault Rifles
        • Pistols
        • Submachine gun
      • Sniper
        • Assault Rifles
        • Battle Rifles
        • Bolt action
        • Anti-Material Rifles
        • Pistols 
    2. Weapons must not be able to use ammunition which exceeds 7.92 mm, except for shotgun and pistol calibers. Bolt action rifles and Anti-Materiel Rifles are not allowed.
      • Prophet is exempt from this.
    3. Designated Marksman Rifles for purposes of FK Rules are defined as a semi-automatic mode only rifles that use "full power" rifle ammunition, like 7.62x51, 7.62x54R or 7.92x57, all of them and few exceptions are mentioned here. Only rifleman designated by their Squad Leader as Designated Marksman may take those rifles, but not restricted to exclusively use only them (unless Zeus overrides weapon restrictions).
    4. Magazine/belt round limits are in place for each role (lead elements count as rifleman)
      • Rifleman - up to 30 round Magazine
        • for SMGs magazine size is not limited
      • Autorifleman - magazine/belt size is not limited
      • Sniper - up to 30 round Magazine
      • Crew - up to 30 round Magazine
        • for SMGs magazine size is not limited
    5. Squad leaders are allowed to allocate 1 one Designated Marksman. This Marksman is to be one of the Rifleman slots only. This is to prevent people from playing multiple roles at once.
    6. Squads are allowed 2 Underslung Attachments at Squad Lead’s discretion.
    7. Scope limitations are:
      • Infantry is up to 4x
      • Designated Marksman is up 12x (In night missions, 15x NVD scopes are allowed)
      • Prophet is not restricted
    8. Squad leaders are allowed to give out Shotguns to squad members if the mission requires it.
    9. Explosive ammo for firearms and doomsday buckshot is not allowed.
    10. A Second Primary weapon can only be taken with Squad leads permission.
    11. Thermal Optics, Binoculars and Goggles can only be given out by Platoon lead, but only at the Zeus's permission.
    12. Laser Designators are only to be used By PLT Lead, Squad Lead, FAC and RTO.
    13. Rocket launchers are limited to Rifleman.
      • Marksmen are allowed to carry an LAT Launcher
    14. The following combinations of rocket launchers and grenade launchers are allowed:
      • Up to 4 LAT-Launchers. (LAT is a single shot launcher).
      • MAT launcher is allowed at SL discretion with 4 shots.
        • Overbarrel rifle grenades are considered MAT and follow MAT rules
        • Non Lethal Rounds (Smoke & Flare) are allowed at SL discretion and do not count toward the 4 shot limit
      • AA is allowed at HQ discretion and follows the same rules as MAT. AA is anti-air [EX: FIM-92 "Stinger", 9K38 "Igla", etc.].
      • HAT is allowed at Zeus discretion and follows the same rules as MAT. HAT is guided anti-tank [EX : Javelin, Kornet, Milan, NLAW].
      • The M32 Grenade Launcher is allowed at Zeus discretion and is limited to 1 total per mission. This will replace launcher compliment from the squad assigned the M32. The M32 will replace the primary of the rifleman assigned, and no additional primary weapon may be carried. 
    15. Squad Lead is allowed to restrict all weapons in his squad as long as the restrictions will benefit squad performance or mission aesthetics.
    16. Only Squad Leads and 1 Team lead can take a Long Range Radio. All members of HQ Element may take a Long Range radio.
    17. On respawn, you are allowed to alter your loadout, provided the alterations fall within the previously stated restrictions from Zeus, Platoon or Squad lead.
    18. Complete list of blacklisted weapons/equipment can be found in this document.


    1. Platoon decides the camouflage or uniform used by all elements.
      • Players have to use faction specific camouflage or color schemes if the Zeus specified a faction.
    2. Helmets, vests, and backpacks have to fit the camo and role.
    3. Squad leaders are allowed to enforce types of helmets, vests, and backpacks, given they fit the camo.
    4. Non-protective headgear may be taken at your own risk unless the Squad Lead has enforced headgear.
    5. Asset operators can use uniforms fitting their role different from selected camo with Platoon permission.
    6. Only Prophet may take Ghillie suits.

    Mission Uploading

    1. There must be a minimum of 3 active testers.
    2. Missions must be thoroughly tested before being submitted.
    3. Missions must be submitted through GitLab.
    4. Missions must be thoroughly tested on the testing server by at least two mission testers, before pushing it to the main server.
    5. Missions must be tested and approved before a calendar post may be approved.
    6. Mission maker must provide filename of the mission to the testers, as well as mention it in the event.

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