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Uniform Guide

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  • All helmets, uniforms, vest, backpacks and weapons will be under the 1st MEU sections, typically with red text in arsenal.

Weapons listed will be under the 1st meu weapon category from ace arsenal extended.

Common Items

The following is common to all kits, unless specified directly in the tabs below

  • x1 H-19 Smartfinder
  • x1 Altimeter Watch
  • <=x4 Cable Tie
  • x2 Epinephrine
  • x3 Morphine
  • x4 Splints
  • x1 M152 Firing Device/M57 RAMs
  • x1 C7 Explosive (placeable or throwable)
  • x1 Map Tools
  • x1 Maglight
  • x1 Entrenching Tool
  • x3 Tourniquet
  • x1 Helmet Camera
  • x1 GPS
  • x1 Map
  • <=x5 Smoke Grenade (White)
  • <=x3 HE-DP Grenade
  • <=x3 MS IFF Strobe-1
  • x1 Adenosine

Medical Rules

For anyone other then Corpsman and medical carriers the rules are as follows:

  • A MAXIMUM of 30 points in bandages
    • ACE's basic,elastic,packing and quikclots count as 1 point
    • Biofoam and Medigel count as 2
    • Example:
      • 10 Elastic and 10 biofoam. (10*1) + (10*2) = 30
      • 5 biofoam and 20 packing. 5*2 + 20*1 = 30
      • 15 medigel. 15*2 = 30
  • EMKs are for medics only
    • A medic can direct you to use it, at their discretion

Ammo Rules

  • Unless otherwise specified:
    • MAX x20 mags for primary weapon
    • MAX x5 mags for secondary weapon

QUAL Weapon Catagories

  • Autorifleman weapons are under the AR category in arsenal
    • Tier 1: M75, XM247
    • Tier 2: XM250
  • AT weapons are under the launcher slot
    • Spanker/Rabbit are reusable launchers
    • Hopper is disposable
  • Marksmen weapons are under the Long Guns category in arsenal
    • Tier 1: MRS, M392, M393, M295
    • Tier 2: SRS C/D
  • Grenadier weapons are spread across as attachments for rifles, handle held launchers or heavy weapons category in arsenal
    • Tier 1: Any GL attachment or handheld GL launcher
    • Tier 2: ARC-920 under heavy weapons category in arsenal

Downloadable Kits

  • An addition to the common rule is:
    • Can carry x3 c7 (Throwable or placeable)
    • Can carry x2 tactical throwables (9 bangs, or stun grenade)

Reservist QUALs

No further rules.

Banned Items, Extra Rules, and Restrictions

Weapons

  • Only LCpl+ and HM1+ may run sidearms
    • RTOs may run m319 flare launcher sidearm
  • Secondary M7 (unless running ARC-920 railgun)
  • Suppressors
    • Unless the whole squad is running

Gear

  • Scopes:
    • Whatever scopes you see on 1st meu weapons are allowed.
  • No Thermal headgear, only NV headgear
    • Does not apply to pilots
  • Make sure facewear matches gear
    • Beast, Punisher, Joker not allowed
      • Unless 1st meu variant (its dimmed out a bit)
      • 1st MEU joker is not allowed, that is there for Namenai
  • Invisible Backpacks
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Keep in mind, Zeus or Command staff can override these restrictions.

Platoon QUAL Limits

  • Platoons are limited on how many QUALs can be run

    • To avoid situations where all 40 people run AT,or AR, etc
  • Rules are as follows:

    • AT is allocated by Platoon HQ
    • 1 ARC-920 railgun per platoon (requires permission first)
    • x2 AR/Marksmen/Grenadier tier 1 per squad
      • So thats x2 AR, x2 marksmen, x2 Grenadier tier 1 weapons
    • Platoon HQ can swap out the above 6 into a max of x2 Tier 2 Marksmen, and x2 Tier 2 AR.
      • Think of this as an upgrade to an existing qual weapon.
      • So instead of a squad having x2 m75, they can have x1 XM250 and x1 M75. Which then leaves x1 XM250 to be given out to another squad.