Arma 3
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NATO Marine Corps Overhauled [RHS]
   
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24 Oct, 2017 @ 2:59pm
28 Oct, 2021 @ 4:36pm
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NATO Marine Corps Overhauled [RHS]

In 1 collection by jarrad96 [4SFG]
Arma 3 Faction Overhauls
29 items
Description
This mod is a total replacement of the North Atlantic Treaty Organisation units, bringing them more in line with modern day equipment, weapons and uniforms.
It works in the official Arma 3 Campaign and custom scenarios that use the NATO faction will be using the new faction as well.

The Faction-

NATO soldiers have been changed into a force resembling the United States Marine Corps, with more contemporary weapons such as the M4A1 Carbine replacing the MX rifle. The standard uniform is MARPAT Woodland for all infantry units, with most units having SPC vests and MARPAT combat helmets.

The M27 IAR in 5.56 NATO is the standard autorifleman weapon, giving the individual fireteams more precise fire at longer ranges. Marksman carry a RCO equipped M16A4, and the Marine force as a whole is armed with a mix of M4A1 Carbines and M16A4 Rifles. The M240 Bravo is in the faction as a medium machinegun asset, and the M590 Mossberg shotgun is added for breaching and CQC operations. The M4 carbine with the burst trigger group is used by units that are not combat orientated, such as helicopter pilots and vehicle crewman.
The standard AT weapon is the AT4 launcher, but SMAAW and Stinger teams are available as heavy weapon assets replacing the Titan AT/AA. The standard sidearm for all regular Marine forces is the Beretta M9.

Specialist Elements-

The Recon SF units have been loosely based on the MARSOC Marine Raiders and are equipped differently to the standard line infantry units.
They carry the more compact Daniel Defence Mk18 or M4A1 Block 2 rifle's loaded with Mk316 SOST rounds as standard and have the Mk11 as a DMR, with support from a M249 machinegun. UAV and JTAC (Joint Terminal Attack Controllers) are integrated into the SF ground teams to provide CAS and reconnaissance if needed.
They are wearing M81 Woodland Crye G3 uniforms and MBAV vests. Standard sidearms for the Recon and MARSOC forces is the Glock 17.

The Assault Diver teams have been re-armed with HK416 assault rifles, respresenting a basic SEAL Diver team from SEAL Team 10- it's not as accurate a portrayal as my existing SEAL mod because the Overhaul is attempting to keep some of the original feel to the units.

Combat Patrol squads are similar to the Infantry forces in MARPAT uniforms and SPC vests, but they are equipped primarily with M4A1's with suppressors for stealth missions and have the M14 EBR, M249 SAW's and M240's Bravo's for support.

The CTRG Forces, including Captain Miller, have also been turned into Raider units, carrying slightly more advanced weapons compared to the normal Raider forces. They have the M2010 MSR for sniper support, Mk11's and have more Mk18's instead of M4A1 Block 2's, as it's a more compact rifle.
They are wearing M81 Woodland Crye G3 uniforms and MBAV vests.

Supports-

NATO Forces retain all their original support assets, from Merkava MBT's, Oshkosh M-ATV MRAPs and many other ground vehicles, with air support from AH-6 and MH-6's, RAH-66 Comanches and CH-47 Chinooks.
I am NOT able to add RHS vehicles into the main game campaign, it breaks missions. If you want to you can easily just use normal RHS vehicles for your own missions instead.

A-10's and FA-18X's provide fixed wing ground attack and air-to-air interdiction, respectively.

Important Notes-

The faction is fully functioning as a total campaign replacement, but it can occasionally have an error where some things are not replaced in the campaign- Usually it's Kerry's unique helmet, sometimes a NATO unit of some kind in your squad, and cut scenes might revert the gear.

Faction has full Editor, Zeus, MCC and ALiVE support (faction name BLU_F ) Also supports ACE3 Medical system.
It totally replaces the BLUFOR NATO faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled.

There is a bug with the MH-9 helicopter in the first mission of the campaign, 'Drawdown 2035' so skip that mission if you are playing the main campaign, start with the second mission instead.

https://forums.bistudio.com/topic/200555-special-forces-factions/
Discussion page and updates/ WIP logs will be posted here before they hit the Workshop.
93 Comments
EverClouds 16 Jun, 2024 @ 1:26pm 
It works but it replaces other uniforms from other mods as well so it works too well
InnocentDeadly 12 Aug, 2023 @ 3:01pm 
i want them to have ops core helmets :(
nanner 3 Nov, 2022 @ 6:02pm 
That's so strange that Drawdown doesnt work with RHS but it does with CUP
tt_rambo 2 Nov, 2022 @ 3:06pm 
Thanks.
jarrad96 [4SFG]  [author] 31 Oct, 2022 @ 3:28pm 
Yes, it will not work, they both replace NATO so will fight with each other and cause severe issues, do not enable two mods that replace the same faction for any of my mods, just pick the one you want to run that particular launch.
tt_rambo 31 Oct, 2022 @ 7:28am 
Will anything happen if i load this overhaul with the US army version together?
jarrad96 [4SFG]  [author] 28 Oct, 2021 @ 4:36pm 
Updated with MP Signing, compatibility fixes.
jarrad96 [4SFG]  [author] 14 Jul, 2020 @ 4:25am 
I just launched A3 and tested them on my end, in Editor, custom scenarios, Zeus and the main campaign. They are all working perfectly fine on my end-
https://cdn.discordapp.com/attachments/441006479177416707/732436135225065492/20200714131727_1.jpg
so the only think I can think is that you may be running another mod that conflicts with it- AI mods like LAMBS should be fine, but I’m not sure about other mods you may have on.
Milano 13 Jul, 2020 @ 3:38pm 
Hello, I've used your Overhauled mods for years and for some reason they don't seem to be loading. I have a bunch of other mods rolling with it as well, Project Injury Reaction, Real Engine, GLX 1.09, lambs Danger, etc. What kind of mods would conflict with yours to have them not load?