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Found 47 results

  1. SOF Mod suggestion thing

    Hey there Squaddies. For the first post on the forums (intro coming next but I already had this typed out so) I wanted to throw in a suggestion for any modders that like the idea and feel up to the task. I'm not sure how plausible this would be, but it would be awesome if it's possible. My idea was for a sort of Insurgency (or even AAS) gamemode in any of the already present Middle East maps, but with a twist. ANA (or any other such local armed force) + SOF VS. Insurgents. The way I had envisioned this was for the SOF part to work sort of how armor or APC squads work, a couple specific roles you can spawn in or pick up which have a different model, gear, and weapons. They could be modeled after any SOF force, either local (for example ANA Commandos) or US based (Army SF, Rangers, etc.). The Local Armed Force part could work much the same as all the other factions, but having some lower quality gear than the US Army, the UK or Russia would provide a familiar yet distinct flavour to the game. Any of the two parts of this suggestion could work seperatly, SOF could be put in any other conventional/regular faction, and the Local Army could be included seperatly in its own faction, fighting either Insurgents, or even the other factions like the US in an alternate history type deal. I think this is an interesting idea because of how it sort of breaks up the Squad gameplay just enough to feel fresh while not losing it's identity, being a good fit for a mod. Maybe this is a dumb idea and all this sounds like the ramblings of a mad man, but I'd like to hear the community's opinions on this.
  2. right now, in console there is no text color difference between vanilla maps and mod maps: there should be, would be good and helpful to spot vanilla maps from mods maps
  3. Hello everyone! Today on Saturday, 8th September we'll host the very first public playtest of the Canadian Armed Forces Mod :flag_ca:. The mod is not yet available on Steam Workshop so make sure you fill out the following form to get access to the mod and join the playtest. SERVER IS ON CUSTOM TAB CAF Playtest - Canadian Armed Forces https://goo.gl/forms/pbox4FCCWpSdtYRx2 Once filled out you'll receive a download link from which you can download the mod. Follow the instruction of the README.md file if you have trouble installing the mod locally. Server Information will be available on the CCFN Discord (https://discord.gg/0rX0Q1CLIkTPJAOL) and Squad Modding Hub Discord (https://discord.gg/a9f4FvW) one hour before the event starts. The playtest event starts at: Americas: 12:00 PST / 15:00 EST Europe: 20:00 GMT / 2100 CEST Oceania: Sunday 03:00 AEST Thanks to CCFN for sponsoring this event's server.
  4. What is the purpose of modding?

    What is the purpose of modding really? When a mod is good enough, is it meant that that piece of code is then possibly lifted into the game itself? Or is just for the purpose of the mod-dev himself and his friends having a little fun, and nothing more? In that case it seems a little meaningless, no?
  5. MOD-EVENT #1 presented by GER-SQUAD-Community Date: SO, 13.05.2018 19.00 Uhr Mods: Strike at Karkand UND Samland Peninsula --> Please be shure you´ve installed both maps before you connect! Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1368090740 Server: ✪✪✪ GERMAN SQUAD Mod Karkand/Peninsula ✪✪✪ (-> CUSTOM SERVERS) Looking forward to see you guys!
  6. French : Préparez vous pour un week-end "BAC" at Karkand ( AAS V2 et AAS V4 suite aux votes ) Nous vous invitons à refaire des parties sur la map de BF2 moddé pour SQUAD avec le moddeur FAR STAN ! Pour cela il vous suffit - Installer le mod STRIKE AT KARKAND depuis le workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1313956617 - Vous inscrire pour vendredi ( Inscriptions jusqu'au vendredi 27 à 20H00 ) https://www.inscription-facile.com/form/n76i9JtvmVtb3W3O8P3O - Vous inscrire pour samedi ( Inscriptions jusqu'au samedi 28 à 20H00 ) https://www.inscription-facile.com/form/vLoNuKfTqo0uJO1BvuLI - Rejoindre le Discord pour une organisation optimale https://discord.gg/3YNbUCS Les règles sont simples - ETRE PRÉSENT A L'HEURE DE L'EVENT - FAIRPLAY et TEAMPLAY - RESPECT et BONNE HUMEUR - PRÉVENIR SI VOUS SOUHAITEZ VOUS DÉSINSCRIRE POUR LAISSER VOTRE SLOT English : Get ready for a "BAC" at Karkand (AAS V2 et AAS V4) week-end we invit you to play on the BF2's moded map for SQUAD with the moddeur FAR STAN ! To take part of the event you need to : - Install the mod STRIKE AT KARKAND from the workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1313956617 - Register for Friday (till friday 27 at 20:00) https://www.inscription-facile.com/form/n76i9JtvmVtb3W3O8P3O - Register for Saturday (till Saturday 28: 20:00) https://www.inscription-facile.com/form/vLoNuKfTqo0uJO1BvuLI - Join our discord for an optimal organisation https://discord.gg/3YNbUCS The rules are simple : - BE PRESENT IN TIME - FAIRPLAY and TEAMPLAY - RESPECT the others and GOOD SPIRIT - TELL US IF YOU WANT TO UNSUBSCRIBE AND LET YOUR SLOT FREE FOR OTHERS
  7. Name: FRENCH FORCES Featured Mods: OPEX SERVAL: Mod: Légion Étrangère (French Foreign Legion); Addon: French Forces; Addon: Commandos Marine (French Navy Special Forces); Addon: 13th RDP (French Army Special Forces). Description: We'd like to formally introduce the forums to the SquadFrance.fr mod project: OPEX SERVAL. Our mod is built after real life Opération Serval. We plan to introduce operators from the French Foreign Legion, arming them with new-to-Squad French small arms, in addition to French vehicles including armored tracked vehicles, helicopters, and fixed-wing aircraft. This content will all be playable on a map based in Mali. You might find some of this content playable in the custom maps made by other modders, as well. We’re eager to share every change and detail, big and small. We try to share a weekly roundup every Thursday. As you're reading this very line, our modders are busy creating and sharing French Foreign Legion content. And soon enough, French Army, French Navy, French Special Forces, and Euro Forces as well. A working to-do list of playable assets: https://mod.squadfrance.fr/playable-assets/ Old WIP posts can be found (english): https://mod.squadfrance.fr/all-recent-updates/ and (french): https://squadfrance.fr/squad-mod-francais/ Team: Around 50 international talented 3D Artists, 2D Artists, Texture Artists, Programmers, Coordinators, Sound Designers, Level Designers, Military Advisors, and Guests; A welcoming community; Our own modding website and dedicated Squad servers; Professional tools; A great spirit. Recruitment: We will keep you updated on opportunities; If you want to pitch an Idea please contact @Skor; You can also check: https://mod.squadfrance.fr/get-involved/ Your contact on joinsquad.com will be: @involutory, an American working on the team.
  8. I took a quick look around, and didn't notice anyone discussing utilizing the current "squad" system and improvements for a mod that pays homage to the old days of rainbow 6 / and swat. ( Rogue spear/ Raven shield / SWAT 3 ) From my old testing on dedicated servers the clients were able to utilize quite a high tick rate on servers that remained below about 40 players. For the purpose of this mod I'd recommend 16 player servers for the game play. This would provide a REALLY responsive platform for CQC. With the asset and build system in play this would allow construction inside urban environments I.e. office buildings... bank environments etc... Setting of blow able barricades and even placing wire inside the buildings similar to other games. Realistically this would entail smaller more realistic maps, different weapon selections, modified interface, and possibly door actions ( remember when you could open and close doors - that used to be a thing )
  9. Modding Teams?

    Could anyone help me with modding a kind of team, with a uniform and weapon class? Any help would be appreciated! I would like to make a British team, with an L85A2 as the main weapon and the P226 Mk 15 as the secondary Here is a picture of the uniform: Again, any help would be helpful in some way. Thanks in advance!
  10. Ai mod

    Hello, i was thinking of making an AI mod for squad steam workshop, but with some research I heard that you could not add code to the game; like making a new behavior tree for smart positioning, and scanning of environments. Are you able to add code to the game with its update to steamwork shop?
  11. Squadfrance Modding Team Backgrounds

  12. Modding - What (Free) Softwares Might I need

    For like, reskins, maybe 3d modeling, possibly landscaping even though that's in UE4 editor. I screwed up on the brazier tutorial I tried several minutes ago so that gives you sense at my modding experience.
  13. Squad Mod France: OPEX SERVAL

    I'd like to formally introduce the forums to the SquadFrance.fr mod project: OPEX SERVAL. An official website will be coming soon, but in the mean time you can check up on old updates here. Our mod is built after real life Opération Serval. We plan to introduce operators from the French Foreign Legion, arming them with French small arms in addition to French armored vehicles and helicopters. This content will all be playable on a map based in Mali. I'm Involutory, an American working on the team, and I'd like to share a recent WIP update:
  14. Post Scriptum : The Bloody Seventh

    Official Website : http://postscriptumgame.com/ Facebook : https://www.facebook.com/PostScriptumGame/ What is Post Scriptum? Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69. However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost. ‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine. Players will be given the option to fight with the British Airborne Division, British XXX Corps or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment. http://postscriptumgame.com/assets http://postscriptumgame.com/assets Who are we? Periscope Games is a development group that came to exist from the merging between PR:WW2 (an add-on crew from the Battlefield 2 mod Project Reality) and La Voie de La Liberté (a modding team from SQUAD). The project started in the beginning of March (of 2016) with common goals in terms of structure, recruitment and production by the respective lead developers. The team ranges from members with vast experience (with backgrounds such as Project Reality, Traction Wars, Day of Infamy, Invasion 1944 and even Hitman) to SQUAD modders that have extraordinary potential. We are always looking into adding talented members to our ranks. We believe in a balanced representation in numbers across different departments to keep the current steady pace of development. This is a good opportunity for those with a professional background to add a solid project to their portfolios and skilled modders/graduated students to tune their skills in a great working environment. If you’re interested please check out our Recruitment tab here : http://postscriptumgame.com/recruitment to check available jobs within the team. http://postscriptumgame.com/assets http://postscriptumgame.com/assets What is our concept and goals? Post Scriptum takes the common element of longing that is often expressed in the letters of soldiers to bring a more down to earth and intimate perspective of their existence. The concept takes a strong view of the men behind the uniforms rather than glorifying or creating a subliminal sense of empathy that it’s more often related to ideologies than the very nature of Man. This path will be ever present not only in our promotional ads but also in-game. We have a few ideas in mind to integrate immersive elements, traditionally reserved for single player, that will enhance the overall experience (while avoiding detrimental changes to the multiplayer gameplay). Periscope Games long term ideas for Post Scriptum include more than just a detailed WW2 setting for SQUAD. There are unique gameplay features, map layers and gamemodes in the roadmap that will be implemented (and revealed) in due time. We aim to please players that want a multitude of gameplay options along with those who wish to relive the Battle of Arnhem in a historically accurate setting. We’re taking cautious steps through development ensuring we do not bite off more than we can chew. For these reasons and others stated above we will continue to work hard to bring you a great WW2 tactical experience and hopefully earn the merit to launch our project to higher grounds. http://postscriptumgame.com/maps F.A.Q. Do you have a release date? As usual, ‘it’s ready when it’s ready’. How and where are you going to release? We will reveal such details in due time. Are you going to release your content for the modding community? In the current state, as a modding project, most likely not. Is Arnhem going to be the only place you will cover in the campaign? No. It’s in our plans to go beyond that but ‘The Bloody Seventh’ alone will be quite a monumental task. Will we be able to play with vehicles in the first release? It’s preferable not make promises of that sort while so early in development. Why aren’t you working with other WW2 mods in SQUAD? PR:WW2 initiated talks with WW2 mods in the beginning of February. The proposition would be for each lead developer to have an equal share of decision making within the project. Eventually only ‘La Voie de La Liberté’ agreed with those terms as well as sharing equal views in structure, planning and team management. Are you going to lean towards the Allies in your visual concept? We have a neutral stance regarding both factions. We will balance our promotional campaign between one and another throughout our development. The only one sided leaning element might be baseline with its ‘bloody’ British cursing but that was purposely named to have a double meaning as both sides never had full control of Arnhem’s road bridge. Will you censor Nazi symbols? It’s not in our plans to do so. We believe that every single historical element should be captured regardless of its significance. However, we can't ignore country laws in which such symbols are not allowed. For that reason we’re planning to make a censored version for players that live in countries where Nazi symbolism it’s outlawed. However, our execution of this censored version hinges on many factors, some of which may be out of our control.
  15. Sarau (Inspired by Kashan Desert)

    Inspired by Kashan Desert from Project Reality which was originally created by Duckhunt, Sarau is 16km2 map focused on a combined arms combat.The centerpiece of the map is a large military facility in the Sarau Desert. The facility itself offers medium to close quarters engagements for infantry while you can expect most of the vehicle combat to happen in the wide open desert and oil fields around the military facility offering medium to long range engagements This map features a day and night cycle (WIP): Better in depth video of day and night cycle: Kashan Desert: Sarau Bird eye view: Military complex with a bunker and tunnels (multiple entrances possible): That rectangle is as big as the military will get, there will be a bunker, one airfield, oil fields, a highway and a pipe line. Added new sand texture: Added FlowMap: Pipeline: Highway Pipeline: Radio Tower: Expect a couple villages in the mountains Highway: Started work on the bunker/tunnel system: Bunker: Day: Night: Oil Factory: Updated Textures, Photo Of Dusk: Added new Radio tower: Bunker Almost completed. Added some small villages in the mountains: Credit for the wording: @ISAFMOBIUS04Thanks buddy
  16. Canadians ?

    Something Ive been working on for the past weeks, hope you guys like it. Textures are WIP Models WIP Character Models: Here's the new Canadian soldier model Weapons: C7A2 C9A2 Vehicules: Gwagon Lav old stuff
  17. Post Scriptum will be paid standalone. Escalation 1985 will be paid standalone. It's like Squad modding is being killed preemptively. Who knows what future mods will follow their path. Are there any total conversion mods to look forward to now? Because after the ESC85 and PS teams dropped those little "oh by the way" bomb shells it seems Squad doesn't have a World War II mod or any other total conversion mod in development right now? I haven't heard anything from Fallen Heroes in a long time and I haven't heard of any other such mods.
  18. Spent a bit of time perusing YouTube and seeing some amazing creations within UE4. For example this video of a dynamic grass system: I was wondering. Are the Squad developers utilizing the UE4 community, like the marketplace to help build this game up? There is so much potential within the UE4 engine and people have made some pretty incredible things. In this example, imagine that dynamic grass system in Squad! This also has me wondering about the goals of BlueDrake42 and the Harsh Doorstop project. Seems like what they're creating could directly benefit a game like Squad? I'm also wondering what the goal of modding will be moving forward. Will it just be traditional modding in the sense where some clients/servers may run mods? Or might the Squad dev team implement mods into the core game? I'm just thinking about what this game could be in the future, and seeing the capabilities of UE4.. Squad could be a simply incredible game.
  19. hello, im looking for a team want to make a futureristic usa mod. you are fully welcome to watch and our group on discord ,the mod includes hud that show your teammates and you can spot enemys. you will have jets and uav in the mod also futuristic helicopters, anti vehicle turrets that can shoot down vehicles, you also have a bomber jet and new maps, it will be destructive mountains and the stone can damage you when it falls from the destroyed mountain and more. THIS WILL BE A BIG PROJECT AND IF ITS HEARD LIKE SOMETHING FOR YOU AND YOU THINK YOU CAN DO SOMETHING THE YOU ARE FULLY WELCOME:) https://discord.gg/Va9wN5p
  20. Hey guys, With this amazing game and its amazing engine I just wish to ask who is going to create a classic WW2 Mod. Just imagine all the tanks, half-trucks, jeeps, planes, helicopters and the building of WW2 defenses + D-Day Normandy Invasion on Omaha Beach or the Airborne Invasion. There was a mod for project reality like this, but adding the paratrooper part like it was in the I44 Arma 2 mod as this engine/game is fluent compared to it. That would be freaking amazing. Wanna know if somebody is even thinking/willing to make such a mod. And please answer the question if you agree with me by clicking yes so the modders know people wi=ould love that. Sincerely, Kydric
  21. Mod download on server join?

    Will Squad have a system where the clients will download the used mods on the server upon joining? Or will servers have to set aside different content packs such as ARMA? I know a developer said that the team was going to observe and learn from other games, but the answer was somewhat ambiguous and I was wondering if anyone, developer, player, moderator, whomever had anymore information on the topic. Thanks in advance.
  22. Hello fellow SQUAD-players and modders Together with a few good guys we are working on a mod for Squad on the UE4 engine. The concept of the mod is not supposed to be revealed by now, therefore I would like to not have anyone guessing or asking in this thread. So here's the "Recruitment Advertisement": If you choose to support us with your skills, you will get access to our workflow documents and you get the chance to add your opinion and make suggestions, as part of a team. Access to our invisible discord channel on the Squad modding hub will also be granted. Be aware that you should have some references, and be motivated to work as a team. We don´t go through much hassle at the moment as the Squad DEV´s are giving us good support so far. You will work in no-pressure, no-deadlines environment if you apply. Be aware that the content of the mod is not to be disclosed until an official media release somewhat later this year. Right now we are looking for: - 3D character designer (concepts are ready, mesh-work needs to be done, player models) - 3D architectural designers(mapping props/assets) - 3D prop/assets/weapons designer (concepts are ready, Weapons, Equipment, Vehicles) - 2D artist (textures, custom requests) - 3D character animators - Mappers (non geo-specific limitations) - SFX designer (concepts are ready) If you are interested in contributing to a modification that will increase the fanbase of Squad, and give you the opportunity to be content creator, I´d kindly like to invite you to write me a message (PM) on the forums, or to hit me up on the Squad modding discord. kindest regards, Marvin - creative director
  23. Super Dupper Secret map WIP!

    So ive been working on this for the past month and i guess it is finally time to show what i've been working on. (NOTE: this was originally going to be a test map for Breaking Point SA, as in a test for getting hired. Im still awaiting word if i will be.) Most of the trees are place holders, lighting needs to be rebuilt (Will rebuild it once im back home in a week's time). So further a do here are some screen shots: These next two photos are old but were the beginning foreground of the map (Early stages) The map will change time of day (Different maps as in squad with example_Map_Day or example_Map_Night) i will update and post new photos of everything that i change, fix ect. Currently most of the trees and bushes need a light map (Which was not provided with the assets that i got from a friend) Inspired by The Last Of Us, and other games and certain locations. Fictional Ukraine.
  24. My idea for a US-specific militia to fight National Guard, and militarized police forces. Being a militia, I really hope that character customization feature is added sometime because there are lots of camos and accessories. <font size="6">Militia:<font/> <font size="4">Infantry:<font/> It's safe to assume most of their rifles would be converted to full-auto. Squad leader" Loadout 1: MOE AR-15 with foregrip and Eotech or LRP mounted Aimpoint micro, and PMAGS. I see both. (Let's ignore the handguard length difference.) Loadout 2: (For more long-range play.) Something like Daniel Defense's V11 rifles but with an ACOG and maybe a B-5 stock or something similar. Don't judge me, I've seen stuff like that before. Pistol: The glock 19 is the most popular concealed carry gun in the US. I think it would be an appropriate sidearm. But the M1911 is just popular in general. Unique appearance: Plate carrier will include pistol holster and magazine pouches for pistol. Optional cowboy hat. Can be brown leather or a more desert color. Gorgeous facial hair options. Rifleman: Loadout 1: AR-15 with carry handle and iron sights. Loadout 2: AR-15 with A4 upper and StrikeFire on rail. Loadout 3: AR-15 with carry handle, scope mount and 4x20 AC10838. Loadout 4: AKM with polymer handguard, rails, M4 stock, and waffle magazines. Automatic Rifleman. Loadout 1: ARES-16 (without that ACOG). Loadout 2: Stoner LMG (with bipod). Marksman: Loadout 1: Okay, so a marksman's AR-15 is an AR with a 20-24" barrel; a quad-rail, free-floating handguard; a "precision-adjustable stock" (PRC); a UTG or a there-has-to-be-a-better-name-for-this-thing panther-style grip; a bipod; a 20 round magazine; and something similar to a Vortex Strike Eagle scope. I've seen many use smooth tube handguards as well. I came up with this build based of the most popular equipment for a DMR-15. I can't show a rifle with these exact modifications but here's some reference photos to help visualize and also gun pr0n. Loadout 2: M14 with the same scope. Unique appearance: Optional ghillie hood with a few camouflage options. Like desert, grassland, woodland, etc. Ghillie hoods only cover the top half. Grenadier: M16A2 style AR-15 with an M203. Unique appearance: A grenade belt. Sniper: M24. Unique appearance: Same as marksman, ghillie hood. Sapper: Americans love to barbecue. So we're bound to have plenty of propane tanks lying around. And I can't help but think that in the event of a citizen vs. government civil war, the militants would resort to IED's. Propane IED's would be used against infantry. For vehicles, an ANFO bomb. Civilian: Does what the PR civilians did. Or whatever the devs have planned. He'll wear a white t-shirt and jeans. Maybe a little bit of facial hair. Frag grenade: M61. Smoke: Knife: M9 bayonet. Appearance customization for all classes: Woodland: 2nd generation ERDL, forest MARPAT, and multicam. Desert: Desert MARPAT, tricolor desert, multicam and this one sandy camo that I've seen but can't find the name of. Edit: It's ATACS arid, I can't believe no one ever told me. Grassland: Urban: UCP. Customization features for all militants (Unless you're wearing the ghillie hood, you won't be able to put on some headwear.): Shemagh can be worn covering face and head or just face. Will have pattern for desert and woodland. Boonie, baseball cap, or the JonTron (flat top hat.) Can come in any listed camo. Tactical sunglasses: Maybe some boot and glove customization. Feel free to suggest. That concludes the Militia infantry section. <font size="4">Vehicles:<font/> M998 Humvee: These Humvees are a bit different than normal humvees. The "back" is taken off an usually replaced by a woven covering. They almost always have 3-color woodland camouflage but some are available in the desert scheme. Deuce and a Half: A WW2 truck still sees some use today. Used as transport and logistics truck. Pickup truck: The pickup truck, an American icon. Durable and capable of carrying loads, this can serve as transport and light resupply. A version with a .50 on the back would be nice. Large pilothouse boat: A boat with a closed cabin for the driver. Larger ones look like they may be able to hold an entire squad if they cram in there. Charter boat: Due to much larger size, charter boats will be bale to accept a .50" or 2. Emplacements: Flexible, twin 50 cals for anti air. And then of course the standard barricades, fort, single 50 cal, etc. <font size="6">Police:<font/> <font size="4">Infantry:<font/> Squad Leader: M4 with EOTech and foregrip. Sidearm is a Glock 17. Breacher: Will have the same stuff as a PR breacher would. Or, again, whatever the devs have planned. Loadout 1: Remington 870 with pistol grip and that sort-of M4 stock. Shotgun will have option for beanbag ammunition to subdue civilians. Loadout 2: M4 with EOTech. Grenadier: M32 grenade launcher and M4 with EOTech. Unique appearance: A grenade belt like the one for the militia. Vehicle Crew Member: I'd assume most crew members would be issued a pistol but that wasn't the case in PR and I don't think it'll work like that in Squad either. The crewman will get an MP5. Unique appearance: I can't find a picture of a police vehicle crew, just their head poking out the driver cupola. But from that, they seem like a regular LAV crew but I'd assume with black camouflage. Marksman: Mk110 SASS with bipod. Unique Appearance: Marksmen and snipers can both be seen wearing either just a balaclava or a black baseball cap with "POLICE" written on it. They'll wear the standard kevlar helmet too. Sniper: Remington 700 with bipod. LAT: M4 with EOTech and AT-4. The police don't have AT-4's but I'm 100% sure they'd upgrade in the event of a civil uprising. Everyone else gets an M4 and EOTech or doesn't exist. (Automatic rifleman, HAT, etc.) All classes get handcuffs. Frag grenade: M67 Smoke grenade: M18 Knife: M9 Appearance: A plate carrier with Deltoid armor. It's like sleeves for a plate carrier. On the sleeves, there will be a patch of the police force. And of course the backwards US flag. They'll wear military boots, forest MARPAT pants, and and olive drab-looking t-shirt. A black kevlar helmet is a must. <font size="4">Vehicles:<font/> Lenco Bearcat: An armored car with gun ports. MRAP (armed): Sticking with the idea of police upgrading, imagine a 50 cal on that turret. MRAP (unarmed): It doesn't even have the turret. M113 (unarmed): M113 (armed): Again, the same as above with a 50 cal. LAV-150(?) (unarmed): LAV-150 (armed): With a whopping 90mm cannon. One of the main heavy hitters of the police forces. LAV-300(armed): The LAV you saw earlier in the infantry section was an unarmed LAV-300. Usually this LAV is armed with a 90mm cannon but for balancing, I think we should go with the 25mm version. This will be the other main heavy of the police forces. RHIB boat (armed): With a 50 cal. AH-6 Littlebird (unarmed): AH-6 Littlebird (CAS): Armed with 2 miniguns and 2 7-tube rocket pods. Emplacements are standard stuff. But no TOW launchers. <font size="6">National Guard:<font/> <font size="4">Infantry:<font/> Carbon copy of US Army faction but with ACU and AT-4's for the LAT. And no ugly FAST helmets. <font size="4">Vehicles:<font/> Humvee (armed): Humvee with 50 cal turret. LMTV: Logistics and transport. M2 Bradly: M1A2 Abrams: UH-72 Lakota: Light transport and scouting. UH-60 Black Hawk: AH-64 Apache: CH-47 Chinook: Am I missing something? I seriously cannot find anything on naval craft for the NG. And I know the Air National Guard has F-16's, 15's, and A-10's but that would be OP AF. Leave your own suggestions and criticisms.