Mission Development Requirements
This document is meant to outline the requirements for developing and managing missions in Spearhead. Missions may include long term deployments, a series of weekly missions, or one-offs.
During your deployment/one-off it will be your responsibility to maintain any updates during the duration of it. That will include Weekend-Ops, Mid-week Taskings and any other updates during the week. You may ask for assistance from S3 but it will not be solely on them to keep your mission running for the entire duration. By submitting your mission to S3 you agree that Spearhead Gaming has the right to run and edit your mission as seen fit by spearhead HQ for the duration of the deployment (typically 6 weeks).
Mission Zeus
All Missions where a GM is involved will need to allow Zeus access to the slots listed below. The intent is for those roles to have the ability to monitor the playerbase, the mission execution, adherence to the SOPs, and the ability to understand the Battlefield as needed. The below listed personnel are hereby authorized to act as GM under the guidance of the MilSim Commander. They are authorized to develop operations, place/remove units, assets, and equipment as needed, and modify the enemy’s numbers as they see fit. Any abuse of the systems, rules, operational integrity, or playerbase will be dealt with swiftly by the Milsim CO. GM Standards are outlined at the end of this document. Spearhead HQ/GMs are only allowed to give intel as from the perspective of ISTAR/ISR, and only when time period relevant. If ISTAR/ISR cannot reasonably determine information from an elevation of 1000 feet (RP is critical in this determination), then it does not qualify as intelligence that can be delivered. Unless the HQ element is on the ground and able to provide live intelligence.
Spearhead CO
Dodds
76561198025627975
Spearhead XO
Pierce
76561197992886996
Spearhead SEA
Barney
76561197960601009
Spearhead CM
Coverope
76561197998891789
S3 Lead
Ztrack
76561198044261733
S3
Degone
76561198057838365
S3
Jebudiah
76561197989531615
S3
KingHeavy
76561197991198861
S3
Sandman
76561198930843976
S3
Raza
76561198006774078
S3
Ford
Slot Requirements and Equipment Requirements
Slot Requirements
Unit composition may vary on a per deployment basis. Squad size, for example, maybe smaller than the allotted 10 men. The total recommended amount of slots is 108. All units should be part of the same squad unless otherwise mentioned. For example, all of Detachment 7 should be in the same squad, but 3ID should have several squads. More specialized units are loaded further down the list.
Spearhead Headquarters: (Engineer/Medical)
CO
XO
CSM
S3-lead
S3-1
S3-2
S3-3
S3-4
3rd Infantry Division (Reaper): 37+
Command element
CO (Engineer)
XO (Engineer)
Platoon Leader (Engineer)
JFO
Platoon Medic
Sniper
Spotter
3x infantry squads consisting of:
Squad Leader (Engineer) (Reaper 1)
Medic
EOD
DM
Team Leader (Reaper 1-1)
Grenadier
Automatic Rifleman
Rifleman
Team Leader (Reaper 1-1)
Grenadier
Automatic Rifleman
Rifleman
Badger (Engineer Perms) 6 slots
Anvil (Engineer Perms) 6 slots
75th Ranger Regiment (Misfit) (33)
Misfit Command
CO (Misfit 6) (Engineer)
XO (Misfit 5) (Engineer)
JFO (Misfit R)
Platoon Medic (Misfit M)
Engineer
Misfit 1
Squad Lead (Misfit 1)
Squad Medic (Misfit 1 M)
Team Lead (Misfit 1-1)
Rifleman
Automatic Rifleman
Grenadier
Team Lead (Misfit 1-2)
Rifleman
Automatic Rifleman
Grenadier
Misfit 4 (Weapons)
Weapons Squad Lead (Misfit 4)
Squad Medic (Misfit 4 M)
Weapons Team Leader (Misfit 4-1)
Gunner
Assistant Gunner
Weapons Team Leader (Misfit 4-2)
Gunner
Assistant Gunner
Weapons Team Leader (Misfit 4-3)
Gunner
Assistant Gunner
Sniper
Designated Marksman
Spotter
Detachment-7: 14 (Engineer/Medical)
CO
XO
12x Operator
2x Green Team
1st Air Cavalry Brigade: 12 (Engineer/medical)
CO
XO
MSG
5x Pilots
2x Flight Crew
2x Medical Crew
3x Dragon (No medical)
Dragon: 4 (medical)
Dragon 1-1
Dragon 1-2
Dragon 1-3
Dragon 1-4
Equipment Requirements
Communication
Command Element and Squads must have at least 1 Long Range Radio for communications, be it a dedicated RTO slot or personal radios. Having separate arsenals for the radios is allowed, but they must be accessible by each unit.
Arsenals, Gear, and Fairness
All long-term deployments must have an unlimited amount of basic gear. This includes basic weapons, ammunition, uniforms, carriers, helmets, and PPE. The mission developer is free to either have all gear be unlimited, or implement some sort of limited arsenal type system, where basic gear is always available but specialized gear is not.
All slots, players, and units must have an equivalent gear set for their unit. For example, 82nd can’t have a dozen different rifles, while 3ID only has one.
Whichever method is used should be consistent throughout the mission for all units. For example, 82nd can’t have a limited arsenal while 3ID has a full one.
Unit-specific attributes such as the ACE performance factor, which affects weapon sway and stamina, must be consistent between all players and slots. For example, 10th can’t have a higher performance factor than 3ID.
Note that there is ZERO tolerance from Milsim HQ for any developer that attempts to unfairly favor one player or one unit over another. Mission developers caught doing so will be removed from the job.
This is by no means an exhaustive list, these are just two examples.
Night Operations
Players should be given some way of seeing in the dark, be it nightvision, flares, or some other form of creating light. As long as it is relevant to time period and forces portrayed. The visibility through NVGs and their effectiveness can be made to be realistic, but must remain playable.
Equipment Availability
Players should be given all the equipment they need in order to complete their roles as outlined in the Unit Roles section.
If creating an operation with preset loadouts, make sure the base equipment is enough to last for a minimum of one extended firefight.
Equipment must be accurate and sensible for the deployment and context. No sniper scopes on a pistol.
Make sure that all units have a similar level of optics and weapons.
For example, don’t give 3ID AKs without optics and 82nd M4A1s with suppressors, ACOGs and PEQs. This does nothing but create discord and greed between units.
Exceptions for this is for designated purpose built roles, such as Snipers or Designated Marksmen.
Unit Roles
Below is a brief outline of each unit's roles and capabilities. As a Mission Developer, you will be expected to provide content relevant to these roles in order to maintain playability of the missions.
3rd Infantry Division (Reaper)
Traditional Infantry focused on combat in Open Terrain and Urban Environments. Utilizing traditional warfare tactics and focused on operations inside of Urban Environments. Will conduct Convoy, Anti-Armor. Anti-Air, Ambush, and MOUT/Cordon and Search Operations. Will conduct as a stand-alone target and objective execution force that will crossover and support the light infantry and other units as needed. Will provide combined arms support via Anvil (heavy armor) and Badger (light armor), as well as fires support via Steel Rain. Also provides Logistical support for re-arm, re-fuel, and repairs in the field.
75th Ranger Regiment (Misfit)
“The 75th Ranger Regiment is the premier light infantry Special Operations Force comprised of specially selected and well-trained Soldiers that are lethal, agile, and flexible force that can conduct Joint Special Operations missions. Our capabilities include conducting airborne and air assaults, seizing airfields, destroying strategic targets, Security/Cordon for other SOF units and Direct Action (DA) Missions.”
Det-7 (Viking)
The unit is tasked with missions primarily involving counter-terrorism, hostage rescue, direct action, and special reconnaissance, often against high-value targets and hard targets. The unit also conducts Operational Preparation of the Environment (OPE) and Advanced Force Operations (AFO) in semi-permissive and denied areas to support other large-scale operations as well as other missions expected of a small and specialized special operations force.
Aviation (Gambler)
Air Transport, Air Mobility (Equipment insertion), Fixed and Rotary Wing CAS, Aerial Reconnaissance, MEDEVAC, CSAR, and TACP operations alongside different Task Force Elements.
Dragon (subunit Gambler)
Spearhead’s Tactical Air Control Party (TACP) consists of well-trained and qualified SOCOM Joint Terminal Attack Controllers (JTACs) of the 1st Air Cavalry division who undergo extensive training and examination in order to be qualified to call in Close Air Support(CAS) missions. The main role of this unit will be focused on providing coordination and execution of fire support as well as logistics for all Spearhead ground forces during operations.
Radio Frequencies
30.8: Task Force Net
32.8: CAS Net
33.8: Fires Net
34.8: Transport/Medevac Net
42.9: Archimedes Net
52.8: Gambler Net
74.8: Reaper Net
83.0: Misfit Net
REDACTED: Viking Net
3ID: Reaper
75th: Misfit
DET7: Viking
Aviation group: Gambler
TACP: Dragon
A-10 variants: Hawg/Hog
F16/ F/A-18 or similar: Avenger
Attack Helicopter: Marauder
Transport Helicopter: Mystic
Required Deliverables
Overall Operation Order, Google Doc or alternative.
An example and template are both given below in the checklist.
Overall GM Document, Google Doc or alternative.
The goal of the GM document is to detail a rough week by week game plan of how the operation should pan out. It does not need to be strictly adhered to, but should give an idea on the developer’s intended flow of the deployment.
A Mission file, as a PBO or a ZIP.
A mod list for your mission, as a .HTML file.
Your mod list spreadsheet, either as a Google Sheets document or alternative.
Standards
As a Baseline, Spearhead utilizes a small number of mods that are common from deployment to deployment. These being ACE, and TFAR. The configuration of these mods has been standardized to ease mission making, and allow a better baseline to playability.
All units will be portrayed as the same nationality, and if the units aren't portrayed as U.S. Military forces they should all be a direct crossover to the nationality selected for the story. Example; units playing as Military from the United Kingdom:
3rd ID = 2nd Battalion, 4th Infantry Brigade
75th Rangers = 3rd Commando Brigade, Plymouth
Det-7 = Special Air Services
Gambler = 1 Wing ARMY Air Corps
If we cannot reasonably accommodate all units as the same nationality then contact the Milsim CO. Understand that all units in Spearhead Gaming are standing RP units and none are considered "Pubbies", all units will be identified as their designator indicates and not local national forces.
Spearhead Whitrelist:
Whitelisting will be effect on the main milsim server. See excel sheet for a list of client-side mods. Client-side mods don't need to be loaded on the server except in a few cases
Spearhead Mod Guidelines
Keep the modpack as light as possible, do not use an excessive number of mods just to add a few uniform choices.
Do not add assets from mods that conflict, such as RHS and CUP together
Mission modlists should be made with a brand new ARMA 3 player in mind. This means you should add community recognized ‘staples’ that a new player should not go without. Our regular users may remove those mods if they wish. This includes as CH bright nights, a view distance mod, and better inventory
Spearhead CBA/ACE/TFAR Settings
Last Configured OCTOBER 21st 2024 - COVER, UPDATED KAT/ACE MEDICAL
Workflow
Below is a checklist provided for use for beginner mission makers who want to go through with making their first mission.
Develop a clear and concise idea for a deployment. Your deployment needs two main parts: A solid story and background, and endgame objectives of the deployment. The story and background must be logical and make sense for the entirety of the deployment duration, and the end game objectives must be open to full, partial, or no success. This ensures that the story is dynamic enough to respond to the playerbase’s actions. Try to avoid making a single facet of a map as the core element of the creation of the deployment. For example, snow and blizzards being the main reason for wanting a deployment. Such a mechanic is fine to use as inspiration, but it must not be the central focus.
Complete the OPORD and GM Document. Once you’ve hashed out your idea, submit it using the Operation Order format. It allows a clear, concise, professional, and quick to read summary of what your deployment will look like. The OPORD must be completed by the time of final testing of the deployment, but can be revised whenever. The GM Document will detail the flow of the deployment to HQ and give an idea of the timeline flow of the mission so adequate plans can be made. The plans should have both a success and fail state depending on what happens during the weekend missions. The GM Document should give the GMs enough backstory about important characters or events for missions that allows them to effectively control and deploy AI for the deployment. The doc CANNOT require GMs to shoot other players directly. Asking for suppressive fire is fine, but asking a GM to actively target other players is not allowed. This document should only be viewed by the Mission Maker and members of S3 along with Milsim CO.
Choose and develop a rough modlist for the deployment. Create a spreadsheet of your mod list that contains all the mods you intend to use, their dependencies if any, and their exact use within your mission. When you turn over your mission to Spearhead command for review, this spreadsheet will be reviewed and you may be given feedback on mod choices.
Create a list of objectives that will drive the story. These objectives can be both weekend operations or weekday objectives, this is up to the mission developer.
Choose a Map that is appropriate for the concept. Make sure the map is in a finished state, is compatible with the modlist you chose, and is compatible with ALiVE or any other AI framework you plan to use, if any. If your map isn’t compatible with ALiVE, (your mission will say that yourMap_staticData.sqf is missing while launching), then the map isn’t indexed for ALiVE. There are videos on youtube to help index maps, however it is more than likely that your map has already been indexed on the ALIVE discord. If you’re not using ALIVE, it’s your job to ensure that your framework of choice can support 3-5 days of constant uptime. If you need help testing this, reach out to S3. If your framework can support this, then no further action needs to be taken. If not, then it’s your responsibility to keep TAORs, AI compositions, and the difficulty of the mission up-to-date as it progresses. Depending on the stability of your framework, this can range from daily updates to just one more per week. If you cannot support your framework, you must switch to ALiVE. We can not maintain your mission for you. DLC Maps are not permitted for deployment use. Maps on the blacklist tab are not permitted https://docs.google.com/spreadsheets/d/1wqY2s4GuC4xvI-mbESa-lhyCHajQBn92MI85lz09vy4/edit?gid=0#gid=0 ALiVE supported maps: http://alivemod.com/wiki/index.php/Supported_Maps https://github.com/ALiVEOS/ALiVE.OS/issues/9
Setup the basic “boilerplate” modules and assets. First, build a starting base for players to begin the deployment from. This does not need to be a literal full fortress. Depending on the style of deployment it can range from that, to a small forward operating base with a few hesco walls, to a couple of tents in the woods with some boxes under camouflage tents. Next, place down all the modules that your mission will require. This will vary depending on the framework that you’re using. It can be helpful to use grid snapping and the map view to organize your mod. After that, create or utilize a faction for both the players and OPFOR units, and civilians if applicable. Ensure that all units are appropriately dressed for the region, climate, and attire. Don’t stress too much if the clothes aren’t perfect, something that works in most cases is better than adding another mod for it.
ALiVE Supported Factions
Alive Wiki for supported Factions
Test functionality of the Basic Setup.
Check the player slots are equipped and set up correctly.
Check Medical.
Check Engineering.
Check loadouts.
Check vehicles and vehicle inventories.
Rearm and Respawn locations function appropriately.
Ensure the enemy is spawning where you roughly want them to.
Check OPFOR Inventories
Check their spawn rates
Check their rough dispersion throughout the map
Check density of TAORs if using alive
Make sure civilians are functioning and spawning roughly where you want them to.
Ensure they do not have grenades
Check inventory and clothing
Check vehicles and spawn rates
Check spawn locations and population densities
Confirm the functionality of ACE, and TFAR.
Confirm the functionality of Any other mods utilized.
Most importantly of all, closely monitor your performance and the performance of other players. No one wants to play a slideshow, and it’s much easier to catch performance problems early on when the mission only contains its fundamental parts.
Fix any issues from primary testing. Testing can occur on one’s own box, or Spearheads box up until final testing occurs.
Expand upon the Basic Setup
Add in details and embellishments
Ensure the embellishments do not hamper performance or functionality of the deployment.
This is a good time to go through with and cull mods if performance is subpar, or major changes need to occur.
Run a second round of Testing, following the same format as before.
Check the player slots are equipped and set up correctly.
Check Medical
Check Engineering
Check loadouts
Check vehicles and vehicle inventories
Ensure the enemy is spawning where you roughly want them to.
Check OPFOR Inventories
Check their spawn rates
Check their rough dispersion throughout the map
Check density of TAORs if using alive
Make sure civilians are functioning and spawning roughly where you want them to.
Ensure they do not have grenades
Check inventory and clothing
Check vehicles and spawn rates
Check spawn locations and population densities
Confirm the functionality of ACE and TFAR.
Confirm the functionality of Any other mods utilized.
After the second round of testing, one’s deployment should be good enough to schedule a round of testing on the box. If the testing shows issues or problems, more rounds of tweaks/testing can fall between step 10 and 11. It will vary from deployment to deployment how many rounds of testing occur.
Have a meeting with Community Leadership to determine when the Deployment / One off is going to take place.
Finalize all mods, placements of assets, and fixes.
Keep doing minor updates to your deployment to keep it valid and functional until it is run. Remember, the person or people who are currently running their deployment have put in as much time into it as you have, so make sure to have fun and enjoy theirs too!
GM Standards
📘Spearhead S3 SOPQuality Control Checklist
The following is a checklist that should be used when performing quality control on a mission submitted to Spearhead HQ. This list is intended for deployments where the players will be a modern conventional force. Concessions to this checklist will need to be passed by Spearhead HQ. This is just the bare minimum, more can be added on top of this list. Many of these points are a WIP, and may be reworked later. It is up to the mission developer to make sure their mission complies to this list. Player loadouts can be skipped if arsenals are being used.
Loadouts
Medical items
Miscellaneous Items
EOD Item
DMR/Sniping/Scouting tools
Grenades
Smokes
Chemlights
Radios
Basic Uniform/Equipment
Visibility
Weapons
(Attachments)
LMGs
Pistol(s)
NO flashlights/lasers/etc
AT Launchers
If no air threat, then not needed.
Role Permissions
General Mission
Systems (If using ALIVE)
Maps
FOB
Vehicles (General) There should be enough vehicles to sustain your entire deployment. At the bare minimum, assume one vehicle will be lost a week. Logistics requests to HQ can bring back any extra vehicles.
Ground
Artillery
Sea (If applicable)
Air
DO NOT ADD
Balaclavas
Beards
Any weapons/items/etc that requires DLC (Apex weapons, Contact uniforms, etc)
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