Rules - ARMA

## Uniform:

The Uniform includes any and all pieces worn by the player, that are not worn. This includes: Uniform, Vest, Backpack, Helmet, Facewear, Nightvision, GPS, Map, Radio, Compass, Watch, Binoculars.

* The Uniform is called out in following order:
	1. Zeus
	2. Platoonlead / Acting Platoonlead
	3. Squadlead
	4. Individual Soldier
* Do **not** take a Device that works **like** a GPS if you are told not to take a GPS in replacement.
* If a superior tells you to change a piece of Gear, you are required to change it.
* You may take any Rangefinder or Binocular of your choice.
	+ Exception: If there is a Mortar-Team or Artillery Vehicle, Squadleads and 2iC's are **required** to carry the Vector 21 and a connected Micro DAGR, to call in Artillery accurately via 5-Digit-Grid
* Platoonlead, Squadleaders, 2iC's, RTO's and JTAC's are required to carry a Long-Range Radio as their Backpack, in visually fitting Camo-Pattern.
	+ When using the Radio Observe Radio-Ettiquette.

## Weapons:

The Weapons includes and and all Items that fall into the Categories of: Explosives, Grenades, Primary Weapons, Secondary Weapons, Tertiary Weapons.

* In general, Weapons are to be NATO Weapons as BluFor and Russian Weapons as OpFor.
	+ These rules can be augmented by the following people in this order:
		1. Zeus
		2. Platoonlead / Acting Platoonlead
* Grenadelauncher are limited to the Squadlead, the 2iC and the Demolitions-Expert.
	+ The Squadlead and/or 2iC **can** hand off their Grenadelauncher to any member in the Squad.
* You are restricted to Calibre 5.56mm, 6.5mm or 7.62mm. (Range from .223 to .308)
	+ First exception is to certain weapons with 'Odd' Calibre Weapons, like 7.9mm or 6.8mm.
	+ Second exception is Artemis.
* Aside from Artemis, only the Designated Marksman may take a Designated Marksman Rifle, or a Boltaction Sniperrifle, no larger then 7.62mm (.308) Calibre.
* Any Turrets are restricted to be brought, unless you find them in the Field.
	+ You may Request to replace your Autorifle Team with a Turret-Team.
	+ This Decision has to be allowed by Zeus AND Platoon.
* A Squad may carry up to three individual LAT Launchers, or one MAT Launcher with 3 Rounds.
	+ The 3 Round limitation counts only explosive-rounds. If it can fire Smoke/Illumination you may take more.
	+ You may not take Base-Arma Launchers, like the Alamut / Titan.
* You are allowed to use a Shotgun, unless ordered to take a different weapon by your Superiors.
* You may not take Explosive Ammo, Frag Ammo or Doomsday Ammo. Exception being Grenadelaunchers.
* Only the Autorifleman may take a Machinegun (for example M60 or M249 SAW), with the same Callibre Restrictions as any other gun.
* You may not take a Full-Auto Sidearm, unless you are the Shooter of an Artemis Team.
* In regards to Sights:
	+ Everyone may take up to 6x magnification Scopes.
	+ The Designated Marksman may take up to 16x magnification Scopes.
	+ Artemis Shooter may take any Magnification.
	+ Noone is permitted to take Thermal Optics.
	+ You are permitted to take Night-Vision Optics when applicable.
* You may take any Muzzle attachment, Bipod or Flashlight / Laserlight.
* Vehicle Crews and Pilots are limited to PDW's and Pistols. They can not elect a DMR or Demolitions-Expert

## Medical Equipment:

Medical Equiptment lists all Gear required for you to bring into the field as G.I. as well as Squad Medic.

* Squad Members are required to bring the following things:
	+ 10 Bandages of their choosing (Elastic, Packing, QuickClot)
	+ 2 Stabs of Morphine
	+ 2 Stabs of Epinephrine
	+ 4 Tourniquets
	+ 1 Personal Aidkit
	+ You may not bring more then the here named amounts.
* Medics are required to bring:
	+ 30 Packing Bandages
	+ 30 Elastic Bandages
	+ 20 QuickClot Bandages
	+ 15 Morphine
	+ 15 Epinephrine
	+ 8 500ml Saline
	+ 5 Personal Aid Kits (Not More)
	+ 8 Tourniquets
	+ 1 Surgical Kit
	+ You may bring more Bandages, Stabs or Saline, but no more then 5 Personal Aid Kits.