ARMA 3 Loadout Checklist

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This quick checklist is to assist players in building loadouts on the fly

  • Uniform
    • Helmet, Uniform, Vest, Backpack proper color
    • 10 bandages (kind doesn’t matter)
    • 1 cable tie
    • Micro-DAGR (optional)
    • 1 earplugs
    • 2 Epinephrine autoinjectors
    • 1 Fulton MX-991
    • 1 Map Tools
    • 5 Morphine autoinjectors
    • 1-2 sidearm magazines
  • Vest
    • 6-8 Primary magazines/1-2 Belts for Autorifleman
    • 2-3 Fragmentation grenades
    • 1-2 White Smoke
    • 1 Stun Grenade
  • Other Gear
    • NVGs (if allowed)
    • Binoculars
    • Map
    • Radio (If allowed)
  • Role Specific Gear
    • Light-AT: Disposable Launcher
    • Autorifleman: Spare Barrel
    • Ammo Bearer: Spare belts/rockets
    • Corpsman: 15-20 bandages, 8 Epinephrine, 15 Morphine, 6-8 Blood packs
    • Squad Leader: 2-4 colored smoke grenades, 1-2 hand held signals, 3-6 chemlights, backpack radio
    • Marksman: Range card, rangefinder (with battery), only 4-6 primary magazines
    • Engineer: 1 M57 Firing Device, 1 Defusal kit, 1-2 M112 Charge, Entrenching Tool
    • Grenadier: 2-4 Smoke rounds, 3-5 HET rounds, 2-4 HEAT rounds