CPO Factions

by JDripstein

1.1.4

Changes

Desert vehicles
- The desert Humvees were almost all missing. RHS ships them but never listed them in their own vehicle catalog, so only the armed M1025 was ever available. The desert M1025, the MDO and PAS-13G armed variants, the M997 ambulance and the M998 cargo, covered and long-covered trucks are all there now
- Four woodland variants RHS also left out are in as well: the MDO, PAS-13G and SU-231C armed Humvees, and the M998 cargo truck

Vehicles stop showing twice
- Same duplication the arsenal had, in the vehicle list this time: the M151 jeeps, the whole M923 truck family and both UH-1Hs were listed twice, because RHS's vehicle catalog re-lists twelve vanilla vehicles that were already there
- The vehicle list is now assembled the same way the arsenal is, so every vehicle appears exactly once. 65 vehicles in total
Game Version
1.8.0.10
Created
Mon, 17 Aug 2026 12:44:37 GMT
Last Modified
Mon, 17 Aug 2026 12:44:40 GMT

1.1.3

The arsenal stops showing everything twice
- Field dressings, tourniquets, morphine, saline, binoculars, watches, grenades, rangefinders and a great deal else were listed two and three times each in the arsenal. 232 items were affected, which is why the lists were so long and so hard to read
- Fixed at the source. The arsenal is now assembled into a single list before the game ever sees it, so every item appears exactly once. Nothing was removed to achieve it: the same 1578 items are there, just not repeated
- The weapon tripods had the same problem, three copies of two tripods, and are fixed the same way

The chest rig actually holds things
- The plate carrier was the bare shell with no pouches fitted at all, so there was nowhere on the chest to stow anything. It now comes with a full pouch set: magazine, radio, medical, utility, drop pouch and holster
- This also explains magazines and kit turning up in odd places, since anything routed to the vest had no pocket to land in

Helmets, trousers and boots
- Helmets are now the Ops-Core FAST in multicam, varying per soldier across three cuts with plain, Peltor or AMP headsets, with the occasional ECH. Special Forces draw from their own pool of SF-cut and mid-cut Ops-Cores
- Trousers are Crye G3 throughout, twelve variants, replacing the FROG trousers
- Boots are the USMC RAT boot, replacing the Rocky SV2

No more loadout selection at spawn
- The deploy menu now offers the Arsenal loadout alone. The AI role kits are no longer handed to players from the menu, so a machine gun or a marksman rifle has to be drawn at an arsenal like everything else
Game Version
1.8.0.10
Created
Mon, 17 Aug 2026 12:25:28 GMT
Last Modified
Mon, 17 Aug 2026 12:25:33 GMT

1.1.2

The faction has a name
- The faction now shows in game as Task Force Dagger. Nothing else changes with it: the internal faction key is unchanged, so existing missions, saves and server configs that already reference this faction keep working

Every soldier dresses himself
- Each man now rolls his own uniform when he spawns, so a squad no longer looks like eight copies of the same soldier. Sleeves full, pushed or rolled, T-shirt tucked or out, clean or weathered, knee pads or none, and G3, Crye or FROG cut. All multicam, and the standard-issue combination stays the most common, so the force still reads as one unit rather than a jumble
- Special Forces draw from their own pool: rolled or pushed sleeves only, never full, untucked tee favoured, knee pads common
- Pocket contents move across with the change, so nobody loses their dressings, tourniquet, morphine, radio, map or compass to a uniform roll

Playable faction
- The faction can now be played, not just spawned by a Game Master. Fifteen entries appear in the deploy menu: an Arsenal loadout that puts you in the base kit to build what you want at an arsenal, plus fourteen role kits covering rifleman, team leader, squad leader, grenadier, automatic rifleman, machine gunner, assistant machine gunner, anti-tank gunner, marksman and medic, with four Special Forces kits alongside them
- Deploying on a role kit gets the uniform randomisation too, so players blend into their own AI rather than standing out as the only identical ones

The arsenal takes the Russian weapon set
- Every RHS Russian weapon is now in the arsenal alongside the American one: 273 weapons, 62 magazines and 63 attachments, from AK family rifles and PKM machine guns through RPGs and precision rifles, with their optics
- Weapons only. No Russian uniforms, vests or helmets came with them, so a captured rifle does not turn into a captured wardrobe
- Some of it is rank-gated exactly as RHS ships it, which is also true of much of the American side already

Vehicles
- The faction now fields the RHS US vehicle set alongside the full vanilla US one, which it already had

Weapons Squad grows a heavy anti-tank team
- The Weapons Squad goes from seven to nine: the squad leader and two M240 teams are now joined by a SMAW gunner and his assistant, carrying five rockets between them in a mix of anti-armour, dual purpose and thermobaric

Marksman
- The marksman moves to the M38 SDMR, which shares magazines with the rest of his fire team so he can be resupplied by anyone next to him

Dependencies
- The M110 rifle mod is no longer required, and it brought two more mods behind it, so this removes three from the list with nothing added in their place
- The requirement list is now the RHS pack and nothing else
Game Version
1.8.0.10
Created
Mon, 17 Aug 2026 11:53:50 GMT
Last Modified
Mon, 17 Aug 2026 11:53:59 GMT

1.1.1

Game Version
1.8.0.10
Created
Sat, 15 Aug 2026 18:14:54 GMT
Last Modified
Sat, 15 Aug 2026 18:14:58 GMT

1.1.0

Added
- Unified arsenal: an arsenal affiliated to US Task Force now offers vanilla US, RHS USMC, and RHS ION contractor equipment together.
- The M110 and its magazines and suppressors are now available in the arsenal (the M110 mod ships no catalog of its own, so we provide one).
- Weapons Squad group: squad leader plus two full M240 teams.
- Special Forces kits and groups: suppressed M4s and M27s, Ops-Core FAST helmets in multicam, rolled sleeves, M18 sidearms. Two groups: SF Team and SF Recon Team.

Changed
- Grenadier upgraded to the M4A1 Block II M203 with SU-230 and PEQ, matching the rest of the line.
- Marksman now carries the tan M110 with dedicated 7.62 magazines.
- Dependency list cut from twelve mods to five.Removed the vehicle mods as dependencies.
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 11:04:49 GMT
Last Modified
Sat, 08 Aug 2026 11:04:51 GMT

1.0.0

Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 10:56:53 GMT
Last Modified
Sat, 08 Aug 2026 10:56:56 GMT

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