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.
After pro communist terrorist operations have been increasing around northern Bystrica, ACR SF units have been deployed to steal some intel and investigate further terrorist cell operations in the region. They have a BRDM HQ vehicle with some encrypted hard drives inside of it. Although it may be old Soviet vehicles, they've bought an upgraded smart lock mechanism to prevent us from completely hotwiring and stealing the vehicle.
Luckily there's a flash drive with the encryption override in the shack nearby that'd unlock it after a minute. We need to retrieve that flash drive, unlock the BRDM, and then drive it to the drop off zone so the rest of our forces can ferry back the BRDM to extract data from the terrorist cell.
Mission: Steal the BRDM
Features
- Spectator slots
- Zeus slots
- Side Respawn
- Dedicated Server compatible
- Will scale down enemy size for 5 or less players
- ACE will grant 3 flashbangs for all friendlies
- ACE will grant huntIR and 8 huntIR underbarrel grenades for team leaders
After Taliban seized control of Afghanistan, they are still facing threats of ISIS-K terrorizing territories throughout the area. After Joe Biden pulled out US troops, there have been a power vacuum left behind. Taliban had yet to fully establish their foothold in Afghanistan with the Northern Alliance and ISIS-K fighting within the territories of Afghanistan.
ISIS-K had been quickly gaining power in and destabilizing the region. There isn't much room to open up trade deals with China for precious metal and ISIS-K manage to get a hold of some left over armaments.
Our scouts have found ISIS-K stronghold and many of there leaders are gathering up there along with their weapons and soldiers. It is a bit too hard to push directly with the newly obtained humvees into ISIS-K territory right now since it is heavily fortified. Our best bet is to smuggle a bus with our BADRI-313 units with US's M4s and a few Taliban regulars with AK-47s into the stronghold to eliminate ISIS-K there.
It'll be all CQB at that point, but Taliban fighters are not as well verse in door to door combat compare to NATO forces or Russia. It is time to test our IED doctrine to see how effective it is in a CQB scenario...
If we can't clear out ISIS-K room by room, then we will blow them up from the outside with IEDs, killing all of our enemies inside.
Mission: Kill all ISIS-K in the vicinity.
Features
- Spectator Slots
- Zeus Slots
- Side Respawn
- Dedicated Server compatible
- Adjustable enemy count
- Random scale enemies around buildings base on enemy count setting
- Lots of IEDs and a couple satchels
- CQB
- Semi dynamic