A complete playable faction, not a re-skin: its own identity and callsigns,
squads, characters, weapons, vehicles, gear catalogues, flag and branding.
Drop it into any scenario, on any map, and it appears as a side players can
deploy into.
SQUADS
Everyone lands in Roster, an oversized holding group, then moves into one of
eight five-man teams - Aegis, Bastion, Citadel, Defiance, Enclave, Fortress,
Guardian, Stronghold - each on its own radio frequency.
Squad armbands are catalogued as ordinary equipment, so a player can wear
their squad's colours rather than everyone working out who to follow the hard
way.
DEPLOY PRESETS
Roles on the deploy screen - Operator, Medic, Machine Gunner and Marksman,
with a Signaller at stage 5 - each authored for the stage it belongs to.
Operator is available from the start. The others appear as the faction
reaches them, and every role upgrades: the rifle, optic, plates, night vision
and clothing all move up with the stage. Only the newest version of a role
the faction has actually reached is shown, so the gallery stays one tile per
role. Presets not yet reached are hidden rather than greyed out.
GEAR
The armoury is split across stages. Clothing, equipment, weapons, characters
and groups span stages 1-5; vehicles span 1, 2, 3, 5 and 6. Weapons,
attachments and vehicles are listed by what they are for, so the arsenal
reads as a kit list rather than a dump. Loaded on its own the faction sits at
stage 1. The gating mechanic lives in ATG Faction Progress, which this mod
requires; this mod supplies the data.
The faction fields its own vehicles in company colours, including a UH-1H in
a tan livery. Vehicles belonging to other factions keep their own markings.
RADIOS AND RELAYS
Since Arma Reforger 1.8 a transmission only reaches anyone within range of a
relay on the same encrypted net. The faction is on its own net, so it ships
its own relays: a base antenna to author into a world, and a field relay the
Game Master can place or an engineer truck can build. A relay backpack is
stocked at stage 5 for the Signaller to carry the net forward.
With ATG Signals loaded, the antennas also answer the two questions it asks -
whether a player carries a text device, and whether they are on a data
network that reaches a static antenna.
GAME MASTER SQUADS
Eight named AI rifle teams, one per stage - Haven, Ironside, Judicar,
Keystone, Lancer, Monolith, Nemesis, Onslaught - so a section can be placed
already equipped for wherever the campaign has got to, rather than dressing
four men by hand each time.
A team above the faction's current stage is marked with a padlock in the
content browser. It is a warning rather than a lock; the squad still places.
ALSO INCLUDED
- Chat lines prefixed with the speaker's faction, so mixed-faction servers
stay readable
- A force-join button for administrators on the deploy screen
- Placeable arsenal box, flag pole, spawn point and field radio relay for the
Game Master
- Consumable food props
- Cigarettes and a lighter from stage 1, for Smokeable Smokes
- A trimmed hair and beard selector when that mod is loaded
- Saved loadouts that keep ATG arsenal items
LOAD ORDER
-addons ATG-Core,ATG-Faction-Progress,ATG-Faction-PMC
ATG Core must be first. Loading it late produces no error - it makes the mods
that depend on it fall back silently, which surfaces as players being
rejected for a content mismatch. Load this mod after the ATG mods it depends
on.
Documentation: https://atg-milsim.org/wiki/atg-faction-pmc
LICENCE
Azzholes Tactical Group Arma Reforger Content License (Non-Commercial, No Derivatives). Stricter than APL-ND: no commercial use, and no re-upload or mirroring outside ATG's own Workshop listings.
Permission requests: https://discord.gg/M5ehKnEnQs