Uniform and Load-out Specifications

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Preset Loadouts you can paste into the Arsenal

Launch Arma 3 with the required 29th mods. From the main menu select Tutorials then Ace Arsenal. Once in the arsenal, minimize the game and copy the text from one of the loadouts below. Go back into the game and click Import. The game will take what is currently in your clipboard and apply it to your soldier. The effects are instantaneous and there is no signal that it has completed; other than an obvious uniform change.


Watch the video

Ace Arsenal
BLUFOR OPFOR GRNFOR
Parade OPFOR - Russian Woodland GRNFOR - Regular
Basic US Rifleman OPFOR - Russian Desert GRNFOR - Insurgent



Loadout Charts

^ Click the link above to view loadout details per AIT per faction ^


Parade
BLUFOR Rifleman
OPFOR Woodland
OPFOR Desert
GRNFOR Regular
GRNFOR Insurgent

Inventory Of Items

Items in inventory should be stored in such a way that Packs can be dropped or not carried at all. Minimum required items listed here should be stored in Uniform and Vest, while additional ammo and optional items should be carried in a pack. Day and Night versions of Load outs should be created. If you make base day and night loadout, changing uniforms for future load outs will be as simple as loading a day and changing the uniform, vest, and helmet.

Each Squad Member will carry the following items as a minimum

  • Primary weapon (rifle) magazines
    • BLUFOR and OPFOR
      • 8 (or more)
    • GRNFOR
      • 6 (or more)
  • 1-6 Faction Correct Grenades1
  • 10 (or more) Bandages2
  • 1 Zip Cuffs
  • 2 Morphine
  • 1 Epinephrine
  • 2 White Smoke Grenade3
  • 1 Any other Color Smoke Grenade3
  • 1 IR Strobe4
  • Ear Plugs
  • Compass
  • GPS
  • NVGs5 *Faction Correct Preferred.

Notes

  1. Total throw-able explosive grenades in inventory not to exceed 6.
  2. It is recommended to carry 10 or more bandages if you have space!
  3. Smoke Grenades should be substituted for chem lights and flares for night ops.
  4. BLUFO kit requirement only. NVGs worn on Night Ops only.
  5. Faction correct NVGs should be stored in a pack at all times (unless disallowed by faction).
  6. Silencers are not to be part of the standard kit, flash suppressors only if they look like standard barrel recoil/flash reducers. If you feel you need to ask, the answer is probably NO.
  7. Equipment should be stored in such a way as packs/backpacks can be dropped at any time with no loss of effectiveness.
  8. Alternate Optics are NOT to be stored in your kit when using Primary Optics.

Optional items for everyone to consider:

  • Binoculars
  • Ammunition for Squad Machine Gunner or Combat Engineer
  • Multi tool
  • Faction correct Smoke/Flash/IR/Incendiary Grenades
  • Flashlight for map reading at night
  • Range Card/82mm range table
  • Map Tools
  • Mission appropriate explosives
  • Wire Cutters
  • Entrenching tool
  • Epinephrine stored In your pack for use by you or on you if you are down.
  • Tool Kit for Tire/Track replacement, this item would be mission specific.

Loadout Rules

General

  • This list is extensive but may not be exhaustive. When in doubt, use your CoC.
  • Faction Correct/RHS equipment will be used whenever available.
  • No Thermal Optics (Of any kind: Binocular, NVG, Gun Optic, Vehicle optic), unless given clear permission otherwise.
  • Binoculars are allowed for all.
    • Range-finders are only allowed for Squad Leadership or those designated by Drill Leader.
    • Laser Designators only when assigned by Drill Leader.
  • Primary and/or Optional Optics will be announced before drill or mission.
    • Optional Optics are NOT to be stored in kit when using Primary Optics.
  • No bipods, GRIP PODs or Tac Sacs unless assigned by Drill Leader.
    • Fore Grips/Grips are allowed, GRIP POD is not allowed.
  • No Silencers or ACE FLASH SUPPRESSOR, unless assigned by Drill Leader.
  • No Mines, Pressure or Proximity Triggers, unless assigned by Drill Leader.
    • Command or Timer Triggers on all explosives, unless assigned by Drill Leader.
  • All loadouts must be arranged so that packs can be dropped with no change in combat effectiveness.
  • Large magazines (45rd or 75 rd RPK, 100rd CMag or similar) for Standard Rifles are considered Automatic Riflemen kit, not allowed by riflemen.

Leadership

Squad Leaders, ASLs and FTLs will carry above items plus:

  • 3 (or more) Smoke grenades of differing colors; in addition to standard Smoke grenades.
  • Rangefinder or Laser Designator if mission allows.
  • Flashlight for map reading at night

AIT Specifics

Demolitions

  • At least ONE MEMBER FROM EACH SQUAD needs to carry:
    • Defusal Kit
    • M57 or M152 Firing Device
    • M112 Demolition Block (no more than 2 per squad)
  • No Mines, Pressure or Proximity Triggers, unless given clear permission otherwise.
    • Command or Timer Triggers only.

Combat Engineer

  • Single Shot Unguided Launchers Only, unless mission allows.
  • Be aware some scenarios may not require launchers.
  • CE's are considered our Demo/mine/explosives specialists.
  • CE's should have EOD/Mine clearing/Demolition kits ready when required.

Grenadiers

  • 3Rnd GL ammunition is not allowed.
  • Total launchable explosive grenades in inventory not to exceed 6.
  • Grenadiers can carry up to 18 non-lethal launch-able Grenades (Smoke, Flare, TrackIR, ETC.).

Crewman

  • Crewman Loadouts will carry fewer items than listed on the "Inventory Of Items"
    • This is due to limitations of the Kit's carrying capacity and the reality of the Crewman's roll.
  • If a Crewman carries a pack, it will be stored in the vehicles Inventory(not worn).
    • Rifleman gear will not be stored with in a Crewman's pack(Vest, helmet, optic, etc).
  • Crewman Loadouts prefer folded versions of Rifles, when available.

Faction Specific

GRNFOR Insurgent Special Rules

  • Greenfor Insurgent is meant to simulate a Irregular/Guerilla forces
    • 29th Rules and Regulations apply when playing as Greenfor Insurgent Faction
  • Greenfor Insurgent Kit/loadouts are subject to Company HQ field Inspection and Review
  • Headgear/Vest/Uniform/Packs are not to be standardized across Squads/Platoons
  • No more than 2 of any one rifle type per squad
  • Soft headgear only
  • No NVGs
  • No GPS
  • No Dagr/Micro Dagr
  • No ATragMX
  • No HuntIR
  • Cell Phone, M57 or M152 firing devices are allowed
    • No Pressure Trigger, Trip wires or Deadman's Switch unless assigned by Drill Leader.

Drill and Event Rules and Regulations

General

This list is extensive but may not be exhaustive. When in doubt, use your CoC.

  • Faction correct equipment should be used, unless given clear permission otherwise.
  • No Thermals of any kind without clearance.
  • Binoculars are allowed for all.
    • Rangefinders/Laser Designators/Periscopes are only allowed for Squad Leadership and above.
  • Primary and/or Optional Optics will be announced before drill or mission.
    • Optional Optics are NOT to be stored in the kit when using Primary Optics.
  • No bipods or GRIP POD unless given clear permission otherwise..
    • Fore Grips/Grips are allowed, GRIP POD is not allowed.
  • No Silencers or ACE FLASH SUPPRESSOR unless given clear permission otherwise.
  • No Mines, Pressure or Proximity Triggers, unless given clear permission otherwise.
    • Command or Timer Triggers only.
  • All loadouts must be arranged so that packs can be dropped with no change in combat effectiveness.
  • BLUFOR Uniform/Helmet/Vest in UCP alternate for OCP when required by the mission.
  • 45rd or larger magazines for Standard Rifles are considered for Automatic Riflemen kit, not allowed by riflemen.
  • Entrenching tool allowed for all.
    • Entrenching tools are for building fighting positions.
    • Entrenching tools will not be used to block doorways.
    • Entrenching tools will not be used to block objectives.
    • Entrenching tools will not be built on pavement or roadways.
  • Battle Rifles
    • Battle Rifle is not an AIT and is not treated or reserved for any individual as such.
    • Battle Rifle will not be taken by anyone when asked to "Grab your AITs".
    • Battle Rifle load outs will be assigned. Requests will rarely be granted.
    • Battle Rifle usage can earn check marks in Rifleman AIT.
    • Battle Rifle should only be assigned to a Marksman AQB Qualified Rifleman.
    • Follow Optics Rules for Rifleman at all times.
    • Bi-pods only when specifically allowed.