Nov 4, 1977. 2 years after the war. The state of the country has been disarray. With nothing else to do and being bored as hell without a future after school, you and your friends would sneak out to the abandon town of An Hoa to play tag, catch, or other various activities after school. You even found some hidden leftover weapon caches there from the US Marines who left it behind but hid it deeper away from the PAVN for your own use. There's a lot of old antique weapons that should be in a museum, but hey, playing soldier is a fun way to kill time.
PAVN been having secret police around and are cracking down anyone they may suspect to be associated with the Americans and killing them, even if you don't give a damn.
Unfortunately, when you got to An Hoa, some of your friends got killed and they've done nothing wrong. Well the only thing we've done wrong is that we're not suppose to be in An Hoa since it's off limit, but without any future after the war after the communists came to power, there is nothing else to do but kill time until one of us got killed or taken to the Gulags... time to get some revenge.
Features: * Spectator slots * Zeus slots * Dedicated server compatible * Mission scale with player count. DisableAI to scale enemy count (singleplayer, 6 players, 12 players, or 18 players no scale) * ACE compatibility (blood for medics and entrenching tools in crates)
EMP Device knock out everything and Syndicate terrorists are celebrating. Your CTRG group is sent to investigate increasing CSAT activity on Tanoa as well as the conflict between Syndicate, CSAT, and our western counterparts. Unfortunately, an EMP device just went off and we lost contact with HQ and everything on the bridge went to hell.
One of our important plane crash landed on the bridge so we'll need to get to it and retrieve the laptop then get to a working boat and escape Tanoa.
Features: * Spectator slots * Zeus slots * Dedicated server compatible * You get HK416 if you have CUP weapons loaded * ACE compatibility (medics get extra blood) * Semi dynamic (semi different bridge composition is selected per start and certain enemy count or composition are randomly spawned) * Semi scalable (you can toggle in MP parameters to reduce enemy count if you're 8 players or less)
You can play this on singleplayer if you like, but the AI pathfinding on the bridge is quite horrendous. Enemy count will scale though.
Poor region in Chernarus Krasnostav have been poorly managed and the local remedial adult school for special needs adults that opened in the former Krasnostav airstrip is in heavy debt to some mafias with ties to Mexico's Los Zetas. They would like their money back but the school could not pay so the headmaster was executed.
His life wasn't enough to pay off the accumulated interests so the students are now taken as hostages to demand for more compensation. The government does not give a ♥♥♥♥ about what is going on since this area is poor and they can't be arsed.
An anonymous client has offered PMC Verona a good sum of money to eliminate the mafia boss at the school, Mr. Gregori, who is currently as the remedial adult school gathering hostages and prisoners. Some of the hostages families are willing to pay some money pleading to save their grown up special needs children via GoFundMe. It ain't much but it's something.
Profit wise, the biggest prize is kililng Mr. Gregori. Saving the manchildren are secondary although it is the morally right thing to do since the feds aren't doing anything about it.
Saving them all might be difficult with the amount of terrorists around, but we can try and save as many as we can.
Features: * Spectator slots * Zeus slots * Dedicated server compatible * CQB * Mission scale with player count (singleplayer, 4 players, 8 players, or 12 players) * ACE compatibility (blood, flashbangs, ladder)
NATO special forces behind enemy lines steal a Malden full of intel to retrieve information on CSAT activity on Malden.
Features: * Spectator Slots * Zeus Slots * Side Respawn * Dedicated Server compatible * Adjustable difficulty (singleplayer, 5, or 10 players) * ACE compatibility (extra blood for medic, range gear for marksmen, clacker for demoman)
75th Rangers advances through Anizay and discover Al Queda stronghold. There is a local warlord that needs to be eliminated and contain a flash drive with valuable information that needs to be retrieved. They are also hoarding weapons and stashing them in a cache. We must destroy that weapons cache.
Please be mindful that there are civilians in the area so watch your fire!
Mission is semi dynamic as the weapon cache will randomly spawn in a different garrisoned building.
Features: * Spectator Slots * Zeus Slots * Side Respawn * Dedicated Server compatible * Adjustable difficulty (singleplayer, 5, 9, or 13 players) * Semi dynamic with randomly spawned weapon cache location * ACE compatibility (blood, Incendiary grenades, HuntIR, spray paints)
75th Rangers go save Dr. Ahmed, their informant while he is being interrogated by Al Queda fighters. He has information about the situation in Naw. We must save him then learn about the current situation. If necessary, we are the closest forces to Naw and may have to secure it.
Please be mindful to not shoot civilians!
Features:
- Spectator Slots
- Zeus Slots
- Side Respawn
- Dedicated Server compatible
- Adjustable difficulty (singleplayer, 5, 9, or 11 players)
- ACE compatibility (blood, flashbangs, range stuff for snipers)
PMC: BIG BULLY (SP/ 18 COOP) Insurgents seized control of Bir Tiguist. Reports of anti-air artillery defenses were seen transported to the village just moments ago.
Your mission is to sweep and clear the village of all insurgents and destroy all AA's at the target site.
FEATURES -3 Five man fire teams - APC with 3 crewman -2 Zeus slots
REQUIRES: Western Sahara DLC
Special Thanks to: FHQ Task Tracker by Varanon and Allwarren
Hope you enjoy this mission. Please do not forget to comment and rate. Look forward to hearing your feedback.
So Benchmark and I did some experimenting with ACRE's ground spike antenna and the VHF mast earlier today and it is an interesting asset. It did work completely different from how I thought it was going to work though. My assumption was that it was like a relay or as we call them over here a "translator tower". That is I figured it would be something you put in a location and from that location it would boost and then relay the signal it received. It's actually just an antenna that you link to your radio at a fixed location.
It comes in two components...
1. The Ground Spike Antenna (VHF30108 GS , GS stands for Ground Spike)
and
2. The Antenna Mast (VHF30108 Mast)
These can be combined to form the GSM (Ground Spike with Mast)
The primary component is the Ground Spike, which is placed via ACE self interaction, under equipment you'll see "Place Ground Spike." Once placed if you have the VHF Mast, you can ACE interact with the deployed Ground Spike to attach the VHF Mast. The GSM can be carried already assembled as Spike and Mast, if you are carrying it that way you can simply ACE self Interact to "Place Ground Spike + Mast".
Once the Ground Spike is placed, with or without the mast, you'll have an ACE interact option with the placed system "connect radio". High lighting it shows every radio in your inventory, you simply select which radio you wish to connect to it. A radio that is connected to the Ground Spike will have it's power amplified to 20W. If you walk more than a meter from it, it'll automatically disconnect your radio.
The functions of the two systems are simply this,
1. The Ground Spike, amplifies your radio's signal to 20W, for comparision our standard short range radio the 343 is only 100mW and our standard long range the 152 is 5Ws.
2. The VHF Mast simply gives the radio higher line of sight and more surface area for incoming and outgoing signals.
One thing I learned after our test however, the PRC-117 is already a 20W radio. The GSM simply boost a radio to 20W not by 20Watts. So for example the 5 Watt PRC 152 doesn't have 25W when connected to a GSM, only 20W.
So with the PRC-117 which is already a 20 Watt system, the only benefit gained from the GSM is from the antenna mast if attached, which gets a better signal LOS by being taller.