Loadout core principles (Temp) - UNITAF Force Manual (FM)


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Loadout core principles (Temp)
This group is not in a published chapter and should not be relied upon.



FM/BP-384 - Loadout standardisation

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.

FM/BP-385 - Loadout weight and capacity

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.

FM/BP-1179 - Core Combat Load (CCL) (Temp)

The CCL is the baseline ensures that all roles actively engaged in the combat have predictable capabilities, loadout weight and standardised material for resupplies.

 E1E2E3E4
Ballistic head protectionRequired (SF/crew exempt)Required (SF/crew exempt)Required (SF/crew exempt)Required (SF/crew exempt)
Ballistic vestIf faction appropriateIf faction appropriateIf faction appropriateRequired
Combat fatiguesRequiredRequiredRequiredRequired
Earplugs1111
Cable ties2-42-42-42-4
Tourniquets4444
Combat pain pills2222
Splints2222
Packing bandages4-64-64-64-6
Quicklot bandages4-64-64-64-6
White smoke grenade2-42-42-42-4
Fragmentation grenade1-21-21-21-2
MapOptional, see FM/BP-386 - Era's and technological capabilityRequiredRequiredRequired
CompassRequiredRequiredRequiredRequired
FM/BP-711 - Required equipment discretion

If a role-specific loadout policy requires an item that is not available for the given faction in the given timeframe, some discretion is allowed to replace the item with a fitting alternate that comes close to meeting the requirements, or if that is not an option, not issue the item at all.

FM/BP-1181 - Role specific loadouts

Role specific loadout blocks contain the loadout requirements for each role. Lack of inclusion in the role specific loadout tables does not mean that the item is automatically permitted and any exceptions should be approved by Operations Command at their discretion.

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 Operations Command.

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

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 limited roles
    • 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
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