Planning and Execution - Loadouts and Factions - UNITAF Force Manual (FM)




Planning and Execution - Loadouts and Factions
The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.



FM/G75 - Introduction to Loadouts

Guide
FM/BG-382 - Loadouts
Guide

All UNITAF deployments utilise a set of loadouts from an approved faction. Loadouts dictate what equipment each person spawns into a deployment with. Loadouts are integrated into a database and upon loading into the server are imported through the UNITAF Framework. Every loadout is created, approved and maintained in accordance with this policy.

Creating and maintaining loadouts

Loadouts can be viewed in a number of ways, firstly through an ORBAT, where clicking on the gear icon next to each role will open the Loadout view, or via the Roles Center, where all loadouts from all factions can be viewed for the selected role. Once viewing a loadout it is possible to open loadouts for the entire faction and change requests can be submitted by following the instructions after clicking the change request button. All changes to existing loadouts, or new loadouts will only be approved should they meet the requirements of this policy.

Loadout slaving

Some loadouts are slaved together across multiple roles because the equipment required for those roles is the same, this also lessens the number of individual loadouts that need to be maintained. The parent loadout, as well as all it's linked ones will always be denominated on the Equipment Checklist, when the parent loadout is updated, all slaved loadouts are updated automatically.

Guide
FM/BG-383 - Factions
Guide

Every loadout is part of a faction, a faction is a group of loadouts which together represent a specific armed force at a particular point in history. Factions are created and approved at a campaign level by the units command. While some similar factions do exist, most are unique and belong to one of UNITAFs campaigns.

FM/G78 - Loadout core principles

Policy
FM/BP-384 - Loadout standardisation
Policy

Uniformity

All loadouts follow a uniform consistent camo pattern.

Standardisation

A loadout can be unique, but it must be appropriate to its role expectation as outlined in the roles center (e.g. an autorifleman must be able to provide suppressive fire). Across factions, the expectation of any given role is the same, but the specifics, equipment and capability may differ. This policy outlines these requirements in more detail.

Policy
FM/BP-385 - Loadout weight and capacity
Policy

Weight

Infantry should not require frequent stamina breaks on account of a heavy loadout. An agile fighting force will be quicker in fulfilling their tasks and maintaining momentum over downtime and will help ensure that logistics hold a relevant role.

  • Loadouts without backpacks must not exceed 25 kg
  • Loadouts with backpacks, launchers, or belt or box machine guns must not exceed 37 kg*
    • *very occasional exceptions are made for roles such as Anti-tank (Heavy) launchers whereby the combined weight of a Launcher and Single Missile exceeds the weight limits. 
    • In these instances ensure that all steps have been taken to reduce weight through other means prior to submission of your request.

Void space

Void space is free space which exists in any compartment of a final loadout. Weight of loadouts is checked including void space, so when checking a loadout all void space must be filled and if the loadout exceeds standard weight limits once void space is filled then it is not permissible. This is important as infantry may fill void space even if it is left empty.

Policy
FM/BP-387 - Core Combat Load (CCL)
Policy

A CCL is the Rifleman's loadout and it's use as a baseline ensures that all roles actively engaged in the combat have predictable capabilities, loadout weight and standardised material for resupplies.

 Each combative loadout must contain at least the following equipment:

  • A standard-issue rifle (generally 5.56x45mm)
  • Ballistic head protection
  • Ballistic vest / plate carrier appropriate to the role, if available in the time-period
  • A personal radio, if available in the time-period
  • Standard combat fatigues of the faction
  • 1 set of earplugs
  • 2-4 cable ties
  • 4 tourniquets
  • 1 pack of painkillers
  • 2 splints
  • 4-6 QuikClot bandages
  • 4-6 packing bandages
  • 8-10 rifle magazines total (non-armour penetrating, of which 2-3 magazines are tracer rounds)
  • 2-4 white smoke grenades
  • 1-2 fragmentation grenades
  • 1 Map
  • 1 Compass

Exceptions to the CCL

Exceptions can be made to roles that are issued special weapons platforms or working in a crew or support role.

For example;

  • Lowering the total magazine count in favor of mobility or bag size.
  • Non ballistic headwear for Special Forces or armoured vehicle crews
  • Primary weapon to a submachine gun / PDW for aircrew or armoured vehicle crews

Any exception must not hinder the capability of the role and is at the discretion of unit command.

Policy
FM/BP-386 - Era's and technological capability
Policy

All loadouts contain sights and equipment which are appropriate to the timeframe and technological advancement of the faction being simulated, there are 4 standard faction-eras and certain standards apply in each area, but those standards may be limited (downward only) by a factions technological capability;

  • E1 Pre-cold war (1930s-1960s)
    • radios only in communications and leadership roles
    • no GPS
    • no BFT
    • limited mapping
    • limited optics (only for marksmanship roles) 
    • limited medical equipment
      • no accuvac
      • no AED(x)
      • no amiodarone
      • no EACA
      • no fentanyl
      • no KingLT
      • no lidocaine
      • no pulse oximeter
      • no TXA
  • E2 Cold-war (1960s-1990s)
    • radios limited and typically not at the personal level
    • no GPS
    • no BFT
    • limited medical equipment
      • no accuvac
      • no AED(X)
      • no amiodarone
      • no KingLT
      • no lidocaine
      • no pulse oximeter
  • E3 Modern (1990s-2020s)
    • personal radios
    • GPS for roles outlined in the GPS section
    • BFT at Platoon HQ or higher
      • in addition some high tech, or special force factions may have BFT for Squad HQ (at the discretion of unit command). 
  • E4 Future (2020s-2040s)
    • personal radios
    • personal GPS
    • BFT at Squad HQ or higher

FM/G76 - Equipment specific policies

Policy
FM/BP-388 - Equipment specific: GPS
Policy

Faction era dictates how widespread GPS devices are, however not all personnel carry GPS;

  • Use the DAGR or MicroDAGR as primary GPS devices and not ItemGPS
  • in E1 to E2 era factions, GPS is not permitted
  • in E3 era factions, regular infantry should not be provided GPS devices, except for;
    • Leadership roles
    • Communication roles
    • Support roles
    • Special forces
    • Recon/scout roles
  • in E4 era factions, GPS may be permitted at all levels
Policy
FM/BP-390 - Equipment specific: Backpacks
Policy
  • Backpacks are not permitted for the following roles
    • rifleman
    • anti-tank rifleman (light)
    • automatic rifleman
    • medium machine-gunner
    • AT specialist, heavy
  • any other loadout which reasonably requires a backpack may carry one which is suitable in size for the requirements of their load carry and in accordance with all other requirements of this policy
Policy
FM/BP-391 - Equipment specific: Weapon optics
Policy
  • optics are dictated by faction-era and faction-technology
  • ironsights may be used wherever appropriate
  • the maximum issuable weapon optic for non-marksmanship roles is 4x
  • thermal optics are not permitted
Policy
FM/BP-392 - Equipment specific: Launchers
Policy

Launchers are only issued to anti-vehicle roles and there are 3 classifications;

  • Light: single use, non-sighted, non-guided
  • Medium: reloadable, sighted, non-guided
  • Heavy: reloadable, sighted, guided

in addition to the classifications of launcher;

  • weight limits apply to launcher carrying infantry and so assistants are used to spread-load ammunition
  • anti-air launchers are single-class, so only one need be chosen
  • if a launcher sits between classes pick the most logical classification or seek guidance
Policy
FM/BP-393 - Equipment specific: Blue-force tracking (BFT)
Policy
  • BFT is faction-era and faction-technology specific
  • BFT is not permitted in E1 or E2 factions
  • BFT may be issued;
    • to leaders at Platoon HQ (PltCo, PltSgt) level or higher for E3 factions, exceptions can be made for Squad HQ (see Era policy)
    • to a Squad Leader or higher for E4 factions
  • BFT may also be issued to the following roles in E3 or E4 factions;
    • Special Forces Leadership at all levels
    • Logistic Support Chief
    • Fire Support Chief
    • Forward Air Controller
    • Forward Observer
  • BFT devices should not be issued to vehicle crews or aircrews as BFT is built into most vehicles for this purpose and is intended to be used while in the vehicle
Policy
FM/BP-394 - Equipment specific: Underslung launchers
Policy
  • for Grenadiers
  • for all Leadership roles
Policy
FM/BP-395 - Equipment specific: Entrenching tools
Policy

Entrenching tools may only be issued to and used by; 

  • Combat Engineers
  • Support Engineers
  • Assistant Automatic Riflemen
  • Assistant Machinegunner
  • Any Assistant AT/AA
  • Light Vehicle Crewman (Driver/Gunner)
  • APC/IFV Crewman (Driver/Gunner)
  • MBT Crewman (Driver/Gunner)
Policy
FM/BP-389 - Equipment specific: Radios
Policy

Faction era dictates radio distribution, however in the majority of cases all infantry units will carry personal radios.

  • all communication roles carry the faction's suitable long range radio, in addition to the following non-communication roles;
    • Platoon Leader
    • Company Commander
    • Platoon Sergeant
    • Logistics Support Chief
    • Fire Support Chief
    • MERT Officer
    • CMT Leader
    • Vehicle (Section) Commanders
    • Aircrew
    • Game Masters
  • (optionally) a deployable antenna, commonly known as a SATCOM

FM/G77 - Role specific policies

Policy
FM/BP-396 - Role specific: Infantry
Policy

Assistant automatic rifleman (AAR) / Assistant machine-gunner (AMG)

  • a backpack capable of carrying a 600-1000 rounds for the supported weapon (not exceeding weight limits)
  • (optionally) a spare barrel or water to cool the machine gun
  • binoculars to direct the gunner's fire

Automatic rifleman (AR) / Machine-gunner (MMG)

  • a automatic rifle capable of suppressive fire in a fireteam role
  • their higher-capacity magazines should not be usable by the standard-issue infantry rifle
  • if light machine guns were not used by this faction in an AR capacity the use of a light support weapon is permitted
  • for medium machine-gunners a 7.62x51 NATO calibre Weapon or greater
Policy
FM/BP-398 - Role specific: Marksmanship
Policy

Marksman

  • a semi-automatic rifle capable of effective point fire up to at least 600m
  • a 3-12x or comparable variable magnification first focal plane mil dot optic, e.g.:
    • M8541 (3-12x)
    • Schmidt and Bender 3-12x50 PM II (3-12x)
    • Leupold Mark 4 10x40mm LR/T (3.5-10x)
  • or a faction appropriate 4x/6x fixed magnification DMR optic, e.g.:
    • Trijicon TA648 (6x)
    • PSO-1 (4x)
    • L2A2 SUIT (4x)
      • the weapon optic should not have any augmented vision modes
  • a range card

Spotter

  • a DMR or a sniper rifle of one level below the sniper (e.g., a Spotter (heavy) should be issued a medium sniper rifle or a DMR)
  • a 3-12x or greater variable magnification first focal plane mil dot optic, e.g.:
    • M8541 (3-12x)
    • M8541A (3-15x)
    • NXS 3.5-15x50 F1 mil-dot (3.5-15x)
  • a range card
  • a spotting scope
  • a SSWT kit
  • For timeline appropriate E3 & E4 factions:
    • a ATragMX
    • a Kestrel 4500NV
    • a Vector 21
    • a DAGR or MicroDAGR to interface with the ATragMX
  • Spotters should not be issued standard rifles or fixed magnification optics.

Sniper

  • a role-appropriate sniper rifle:
    • Sniper, Light should be provided a semi-automatic or bolt action rifle 
    • Sniper, Medium should be provided a bolt action rifle with enhanced range 
    • Sniper, Heavy should be able to deal significant damage to and disable a soft-skinned vehicle.
  • a first focal plane mil dot optic with magnification appropriate to effective range, e.g.:
    • M8541 (3-12x)
    • NXS 3.5-15x50 F1 mil-dot (3.5-15x)
    • 3-20x50 PM II DMR (3-20x)
    • Nightforce NXS (6-25x)
    • Leupold Mark 4 8.5-25x50mm LR/T (8.5-25x)
  • a range card
  • a Vector 21 for timeline appropriate E3 & E4 factions
  • Snipers should not be issued ATragMX or Kestrel 4500NV.
Policy
FM/BP-399 - Role specific: Communications
Policy

Forward Observer

  • artillery range table
  • a microDAGR
  • a Vector21

Forward Air Controllers

  • equipment capable of laser-designating targets
  • colored smoke for marking locations or LZs

Joint Fires Observer

  • both the Forward Observer's and Forward Air Controller’s equipment
    • Laser Designator
    • Vector21 in backpack
Policy
FM/BP-400 - Role specific: Combat Support
Policy

EOD Specialist

  • where available, explosive resistant body armour
  • a mine detector
  • a defusal kit
  • marking equipment, such as flags or spray paint
  • (optionally) a demining UGV
  • (optionally) small charges for detonating hostile UXOs

Combat Engineer

  • where available, explosive resistant body armour
  • explosive charges or mines and associated equipment for detonation
  • AN-M14 Incendiary Grenades (where applicable)
Policy
FM/BP-401 - Role specific: Cavalry
Policy
  • a noise suppressing crew helmet (except light vehicle crewman, which are issued the standard CCL)
Policy
FM/BP-402 - Role specific: Aircrew
Policy
  • a noise suppressing crew helmet
Policy
FM/BP-403 - Role specific: Special Forces
Policy

Special Forces are typically given more leniency in what gear and modifications they are allowed to employ, or such restrictions are more loosely enforced. The way to reflect that in your loadouts can be done via allowance of non-ballistic headgear, a change in standard scope or attachments, or added flavour to the uniform.

SF Loadouts must include:

  • a suppressed weapon, where applicable
  • a LAT, in the case of the SF Missileman
  • equipment equivalent of a Combat Medic / Squad Medic, in the case of the SF Medic
  • Squad Leader-level equipment in the case of the SF Team Leader
  • Company Commander-level equipment in the case of the SF Commander
  • disposal and detection equipment like the Combat Engineer and EOD, in case of the SF Sapper
  • an appropriate sniper or marksman rifle, a night-fighting capable optic, and the spotters E3 and E4 ranging equipment, in the case of the SF Marksman
Policy
FM/BP-397 - Role specific: Medics
Policy

Combat Life Saver

A CCL including the following additional items:

EquipmentMinimumOptimal
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Epinephrine Auto Injector4x8x
Guedel Tube2x8x
Morphine Auto Injector2x8x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Painkillers1x4x
Purple Smoke Grenade2x2x

Combat Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional10x
Epinephrine Auto Injector2x10x
King LT2x8x
Morphine Auto Injector2x10x
Personal Aid Kit1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Painkillers1x4x
Purple Smoke Grenade2x2x

Squad Medic

As per Combat Medic, with the following changes:

  • Norepinephrine: +4 units minimal, +8 units optimal.
  • Phenylephrine: +4 units minimal, +6 units optimal.
  • Pulse Oximeter: +1

 

Platoon Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
Accuvac1x1x
Automated External Defibrillator1x1x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x10x
Epinephrine Auto Injector2x10x
FentanylOptional4x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Personal Aid KitOptional1x
Phenylephrine4x6x
Pulse Oximeter1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Painkillers1x4x
Purple Smoke Grenade2x2x

SF Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
AED-X1x1x
Amiodarone2x6x
Elastic Bandage20x30x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x6x
Epinephrine Auto Injector2x10x
FAST IO2x6x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Lidocaine2x6x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Personal Aid KitOptional1x
Phenylephrine4x6x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Painkillers1x4x
Purple Smoke Grenade2x2x

Technicians from a Medical Emergency Response Team (MERT) and Combat Medical Team (CMT)

All roles must contain a CCL in addition to:

  • MERT roles may in addition include Flight Crew uniforms/helmets
EquipmentMinimumOptimal
16g IV4x10x
Accuvac1x1x
AED-X1x1x
Amiodarone2x6x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x10x
Epinephrine Auto Injector4x10x
FAST IO2x6x
FentanylOptional4x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Lidocaine2x6x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Personal Aid KitOptional1x
Phenylephrine4x6x
Pulse Oximeter1x1x
Splint6x6x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Painkillers1x4x
Purple Smoke Grenade2x2x

MERT/CMT Leader/Officer

  • Long Range Radio
  • CCL
  • The same medical equipment as the technicians above.

FM/G79 - Arsenals

Guide
FM/BG-404 - Default arsenals
Guide

The arsenal contains all standardized gear that every loadout in a faction will need access to. As role-specific items are only to be accessed by authorized roles, it is prohibited to add any such item in the arsenal.

Policy
FM/BP-405 - Essential arsenal contents
Policy

Those roles that need access to specialized equipment in the arsenal will be given the permissions upon spawning in with the item in their inventory. However all Arsenals must contain;

  • A single vest in the faction approved camouflage (vest variations should be loadout/role specific)
  • A single uniform or small number of variations of it in the faction approved camouflage (uniform variations should be loadout/role specific)
  • A variety of helmets in the faction approved camouflage (non-ballistic headwear is not permitted)
  • A small selection of primary weapons in line with SOP for the chosen faction, i.e. M4/M16 variations in the case of US Army
  • No underslung grenade launchers are permitted
  • No other weapons are permitted
  • No launchers are permitted
  • Binoculars only in optics
  • Weapon attachments should be restricted to a select few
  • Weapon optics should be limited to a select few, no greater than 4x in magnification and no thermal or night vision optics
  • Cosmetics should be limited to a select few, appropriate to the faction camo

Other items which must be included are;

  • all bandages
  • a tourniquet
  • splints
  • painkillers
  • earplugs
  • all faction ammunition types
  • all general grenades (smoke & flash included, where appropriate)
  • map tools
  • a compass
  • a flashlight
Policy
FM/BP-406 - Prohibited arsenal contents
Policy

It must not include:

  • mission specific equipment
  • night-vision
  • morphine or advanced medical equipment
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