Primary Weapon will be set to the Katiba Carbine with an ACO scope and an IR laser.
CSAT special forces would use a lightweight, mobile, short-barreled version of the Katiba
Secondary weapon will be set to the Rook.
It's the vanilla equivalent of the MP-443
Uniforms will be set to the Recon Fatigues (Hex).
Vests will be set to the LBV Harness.
Each vest will have 2 smoke nades, 1-2 fragmentation nades, 4-5 mags, and a pistol mag.
Helmets will be set to the Assassin helmet.
It's a spec ops helmet that provides adequate protection. Not too heavy & strong, and not too light & weak.
Team Leader gets a GPS and a rangefinder.
The reason why the team leader gets a rangefinder is that it incentivizes teamwork between the team leader and marksman, or team leader and AT.
NVGs will be set to the black vanilla NVGs.
SPECIAL FOR AT AND AAT
AT gets an RPG-32 with an RPG-32 rocket loaded and another rocket in a backpack.
AAT gets two RPG-32 rockets in their backpacks.
Basically an ammo bearer. If vanilla had disposable AT sticks, he would've had one.
SPECIAL FOR MACHINEGUNNER
MG gets a Zafir with a holosight and an IR laser pointer
It's the only OPFOR machinegun that doesn't require the Marksman DLC.
MG vest gets one 150rnd box
The already relatively heavy machinegunner will only get 300 rounds of ammunition
SPECIAL FOR MARKSMAN
Marksman gets a Rahim with a DMS scope
Only CSAT DMR that doesn't require the Marksman DLC
Marksman vest has 9 10rnd magazines.
All marksmen loadouts will get exactly 100 rounds of ammunition. If you can't hit a target with 100 rounds, a high powered scope, and a marksman rifle, you should give the role to someone else that can
Primary Weapon will be set to the Katiba Carbine with an ACO scope and an IR laser.
CSAT special forces would use a lightweight, mobile, short-barreled version of the Katiba
Secondary weapon will be set to the Rook.
It's the vanilla equivalent of the MP-443
Uniforms will be set to the Recon Fatigues (Hex).
Vests will be set to the LBV Harness.
Each vest will have 2 smoke nades, 1-2 fragmentation nades, 4-5 mags, and a pistol mag.
Helmets will be set to the Assassin helmet.
It's a spec ops helmet that provides adequate protection. Not too heavy & strong, and not too light & weak.
Team Leader gets a GPS and a rangefinder.
The reason why the team leader gets a rangefinder is that it incentivizes teamwork between the team leader and marksman, or team leader and AT.
NVGs will be set to the black vanilla NVGs.
SPECIAL FOR AT AND AAT
AT gets an RPG-32 with an RPG-32 rocket loaded and another rocket in a backpack.
AAT gets two RPG-32 rockets in their backpacks.
Basically an ammo bearer. If vanilla had disposable AT sticks, he would've had one.
SPECIAL FOR MACHINEGUNNER
MG gets a Zafir with a holosight and an IR laser pointer
It's the only OPFOR machinegun that doesn't require the Marksman DLC.
MG vest gets one 150rnd box
The already relatively heavy machinegunner will only get 300 rounds of ammunition
SPECIAL FOR MARKSMAN
Marksman gets a Rahim with a DMS scope
Only CSAT DMR that doesn't require the Marksman DLC
Marksman vest has 9 10rnd magazines.
All marksmen loadouts will get exactly 100 rounds of ammunition. If you can't hit a target with 100 rounds, a high powered scope, and a marksman rifle, you should give the role to someone else that can