Aspirant guide
Armigers Vigilant Field Guide
Table of Contents
- 1. Introductions
2. How to Arma
3. The Basics
4. Unit Structure, Roles, Ranks and Relic Points
1. Introductions
Hello and welcome to Armigers Vigilant, we are glad to have you! Armigers Vigilant is the original home-brew Primaris Space Marine chapter utilizing a wealth of mods. We're a semi-serious mil-sim looking to offer a unique take on SM chapters, with custom made Primaris equipment including armor, weapons & vehicles!
AV offers:
- The original Home-Brew chapter with a solid, canon-friendly lore and story based campaigns.
- Dual/Multi-uniting
- A relic-earning system to allow members to earn & utilize some of the rarer items in the Chapters arsenal!
- A series of unique roles, including functional Librarians, Chaplains, Reivers, Breachers, Heavy Intercessors, Dreadnoughts and more!
- Unique and custom created Vehicles!
- Custom items, medical items, weapons, and apparel.
- A certification system, allowing Marines to adapt on the fly and utilize equipment as the need calls for it.
- Operations hosting and attending joint ops with other units, both guard and Space Marine Chapters
What we ask:
16+ Years of Age, Can Speak and Understand English, Have a Working Microphone
Operation times:
Saturday: Main Ops (Space Marines) 5:00pm EST / 10:00pm BST
Sunday: Potluck Ops (Fun, training ops for new Zeuses) 4:00pm EST / 09:00pm BST
Weekday: Fun Ops (Can be anything – Space Marines, Guardsmen, Medieval, Vanilla and everything in-between)
Note: Saturday and Sunday Ops are hosted regularly while Weekday Ops happen if a Zeus decides to host them on self-initiative
Relic points earned for attending
Saturday: 10 Relic Points Zeuses earn double for hosting or co-hosting
Sunday: 10 Relic Points Zeuses earn double for hosting or co-hosting
Weekday: 5 Relic Points Zeuses earn 5 relic points
2. How to Arma
Step 1: Download the Modpack
Go to the #modpack-and-server-info channel and download the modpack, the latest version of modpack will be near the bottom.
Step 2: Import the Modpack
After downloading the modpack HTML file, left-click and drag it onto the Arma 3 launcher
→
If done correctly, after subscribing to all of the mods and clicking on the MODS tab, the PRESET at the top left should be set as the AV one.
Step 3: Download, install and make an account for Teamspeak
Download and install the latest version of Teamspeak for Windows, launch it, make an account and login
Step 4: Setting up Task Force Arrowhead Radio (TFAR)
After downloading the modpack and setting up Teamspeak, navigate to your Arma 3 directory which should look something like this: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Task Force Arrowhead Radio (BETA!!!)\teamspeak and look for the task_force_radio.ts3_plugin Teamspeak Add-ON
If you cannot see the !Workshop folder, you will need to enable the option to view hidden files on your PC.
Install the Teamspeak plugin
In your Teamspeak client, click on Tools, then Options, in the Addons tab, make sure Task Force Arrowhead Radio is enabled
Step 5: Launch the Game, Change your Profile and Connect to the Server
After launching the game, in the top right corner of the main-menu, change your profile. PROFILE NAME is gonna be your in-game name, so make sure it matches to your discord name and rank e.g. Aspirant [X]. In the FACE field, select one of the faces with the [Astartes] prefix, which one is up to your choice. Additionally, if we are not playing a Space Marine OP, but Guardsman, vanilla or any normal human variant, take one of the normal faces without the [Astartes] prefix.
Now that you have customized your profile, you can connect to the server
Click on MULTIPLAYER, SERVER BROWSER then DIRECT CONNECT on the bar at the top.
Server IP: 73.105.85.10
Port: 2322
Password: AVisback (case-sensitive)
After connecting, select one of the Aspirant slots at the left side of the screen. If there are none, select one of the regular Battle-Brother slots.
Once in-game, open up Teamspeak, set your nickname to match your discord one then connect to the Teamspeak channel.
Teamspeak Server IP : 73.105.85.10
If it doesn’t drag you into the Task Force Radio channel automatically, you can join it manually.
The password for the channel is 123.
Congratulations, you have setup everything you need to play!
3. The Basics
Movement and Camera
Arma follows the basic FPS controls to a degree
W, A, S, D – move your character
Mouse – Look around
Shift – Sprint
X – Crouch
Z – Prone (however, it does not work for Space Marines due to their custom skeleton, so all they can do is crouch).
V – Vault, which allows you to vault over small obstacles and climb bigger ones such as fences, walls and etc…
N – Turns on night vision, press multiple times to switch between vision modes if available.
M – Opens your map
Numpad Enter – Changes your camera to Third Person, press again to revert to First Person, works while on foot and in a vehicle
Left Alt (hold) – While holding, allows you to move your head without moving your weapon. Works while in a vehicle too, allowing you to look around while inside.
2X Left Alt – Does the same as above, but toggles it. If by any chance you cannot turn your character, double-tap Left Alt. Works in a vehicle.
Shift + T – Places a ping wherever you are looking, visible both by you and your allies. Very useful tool for calling out the positions of enemies, wounded allies and your own current position.
Weapons
Left Click – Shoot
1 – Primary Weapon
2 – Sidearm or Melee Weapon
3 – Launcher
0 – Puts your weapon on your back. You move faster while it is on your back. Useful for long treks.
R – Reload
F – Switches firing modes, visible at the top right corner of the screen as white dashes (1 for semi-auto, 3 for burst and full for full-auto)
Right Click – Aim down sights
Right Click (hold) – While holding, allows you to zoom in while hip firing without aiming down the sights
Numpad + and - / Mouse button 4 and 5 – change between zoom modes while scoped
Q and E – Lean
Ctrl + W, A, S, D – Allows you to shift your posture, putting your weapon a bit to the left, right, up and down so you can shoot around corners or above gun level obstacles. Controls like stick shift on cars, so you must manually put it back into neutral position
G – Throw grenade, be careful around friendlies, recommend rebinding it to double-tap G
Ctrl + G – Change between different grenade types
Ctrl + Scroll Wheel UP or Down – Zeroing, allows you to increase or decrease the range or your weapon. Most weapons start on 100, 200, or 300 M. Visible at the top right of your screen.
2X Ctrl – Put your weapon away. Double-tap to put your weapon back up
Ctrl + ~ (button below the ESC key) – Puts your weapon on safety, press again to disengage.
C – Allows you to brace your weapon on a nearby surface e.g. window, sandbag etc. and decrease recoil and sway. Not important during Space Marine Ops as your Astartes Power Armor compensates for both.
2X C – Keeps your gun up while walking, useful while in immediate combat and close quarters such as clearing buildings. Double-tap again to disable.
Ctrl + R – Displays the amount of ammo in the current magazine. Made obsolete by the Power Armor HUD, but useful during Guardsman and other variants of normal human Ops.
Pictured below are easily comprehensible overviews of vanilla controls, but do take note that these do not include all the controls as a good amount is added by the mods in our modpack.
Interactions
Arma handles using and interacting with the world a bit differently than other games. By looking at an interactable object, you can enter vehicles, open crates, take items on the ground, loot bodies or even use an item that has a function (switching between ammo types, putting fuel into a jump pack etc.). Arma displays a list of actions that can be chosen between by using scroll-wheel and then selected by pressing space or enter. Zoom in for a better view.
The Arsenal
The Arsenal allows you to change, add and modify all the gear on your character. By using it, you can change your guns, armor, other tactical gear such as your radio, Night Vision goggles and so on; but it also allows you to add ammo for your currently equipped gun, medical supplies, grenades and other explosives and many more misc. items.
The arsenal can be accessed by pressing and holding the Windows Key, this action is called ACE Interact and is an expanded, modded version of the vanilla interaction menu. While holding the Windows Key and looking at an arsenal, it brings up Interactions. When hovering over Interactions, it further expands into Arsenal. By hovering over the Arsenal prompt and releasing the Windows Key, you have interacted using ACE interact and entered The Arsenal.
Welcome to the Arsenal. On the left side in an assortment of different tabs you can find items correlating to different equipment slots. The most top one is the rifle, a.k.a. the primary weapon slot, and you can only have one item in each slot. The one below is the sidearm slot, where pistols, pocket grenade launchers and melee weapons are located.
Most of these are self explanatory, so we are moving onto the uniform, the vest and the backpack. Besides having other stats like Explosive Resistance and Ballistic Resistance (Firearms), they have Load – how many items you can put into that piece of gear. In the picture below, I have selected the backpack (the third tab in the marked area). The backpack doesn’t have any armor values, but it has the highest carry capacity. With our chosen backpack selected ( MK.10 Chaplain Bladeguard) we can put items into it using the bar on the right side.
For example, we have selected the MISC tab, the + icon on the right. It’s where all the medical items and other miscellaneous items like cable ties and armor repair kits are located. The single magazine icon is where we can get all the different ammo types for our current gun. To add the items to your backpack, click on it and then you’ll be able to add or remove the quantity of the item using the plus and minus signs on either side of it.
The white bar at the bottom is the load and as you add more items, the white part increases, with the backpack currently being nearly full. Keep in mind, different items have different sizes.
The essential items everyone should carry in their kit are:
1x Entrenching Tool, 2x Astartes Field Repair Kit, 2x Splint, 4x Tourniquet, 5x Blood IV (1000ml), 5x Morphine Autoinjector,10x Epinephrine Autoinjector, 40x Repair Cement, 20+ magazines
Loadouts
By clicking on the LOADOUTS button at the bottom, you open the loadouts screen. This allows you to name a loadout and save everything you have equipped on you, including all the items in your inventory for future use so you don’t have to redo everything manually.
Clicking on the PUBLIC LOADOUTS button, you can load and save
loadouts other people have made and shared publicly.
A very useful tool for Aspirants and Battle-Brothers, saving you from the frustration of having to search for a specific armor set or a collection of items needed for a specific task & role.
Inventory
You can open your inventory by pressing I. It shows you all of the things you have equipped or carrying on you. Hover over them for more info. To transfer things, click and drag. To drop things onto the ground or into a crate (the field on the left) you can drag or right-click. Same works for picking them up from the same field.
1 is the uniform (armor)
2 is the vest (shoulder plate)
3 is the backpack
Task Force Arrowhead Radio – Proximity Voice and Radio
While connected to the Teamspeak server, we can use proximity chat in-game. You can switch between whisper, speak and shout by pressing Shift + Tab. These affect how loud and from how far away people can hear you.
To communicate on distances longer than an earshot, we use the short range radio. To open the radio, press Ctrl + P. With the radio menu open, clicking on the screen allows you to input a certain frequency e.g. 100 and the ENT button sets the frequency. Now that the radio frequency is set to 100, we can both talk and listen to people who are on the same frequency, which is 100 in this case. To transmit over the radio, push and hold CAPS LOCK.
ACE Self Interact
If ACE Interact is used to interact with objects, ACE Self Interact is used to interact with yourself. Holding CTRL + Windows Key brings up a radial menu. This menu allows you to use equipment items like the entrenching tool, do animations, repair our armor, repack our half spent mags so they merge, change our color in our current team and so on.
If you are ever stuck and unable to move, try Cancel Current Animation in the radial menu under Animations.
Medical
On the field of battle, you are sure to catch a stray bullet or two.
To see the extent of your wounds, open the medical menu by pressing H.
(If you are unable to do so Options>Controls>Common and unbind Last Help).
Present in the middle of the medical menu is a diagram of all of your body parts. All of your body parts can get injured, causing bleeding from that body part with different degrees of severity, the darker the color, the more severe the bleeding and white being uninjured.
To patch up your wounds and stop the bleeding, click on the injured limb and use Repair Cement (or bandages if unavailable) in the third tab on the left. Some body parts may require multiple uses of repair cement depending on the severity of the wound so just keep using it until the option to use it disappears. Keep in mind, while you are patching one of your body parts, the others are still bleeding which may cause you to pass out due to blood loss if you are not quick enough or your wounds are just too severe.
Speed is the key. To buy yourself time, you can use Tourniquets. Tourniquets allow you to stop the bleeding on an individual limb (keep in mind it only works on your arms and legs) so you can tourniquet some of your more severely wounded limbs and work on the lighter ones. Tourniquets however do not patch up the wound on the limb so after patching up your un-tourniqueted body parts, patch up the tourniquated limb and then remove the tourniquet from it. If a tourniquet is on for too long, it may cause you to go unconscious. Prioritization of wounds is important but that comes with experience.
After you are done stemming the bleeding, you may find yourself low on blood. Obviously, people need blood. Looking at the right side of the medical menu or at the blood drop at the top right where your weapon information and stance are located allows you to tell how much blood you have lost.
To give yourself blood, select either one of your arms or legs and click on the heart icon tab on the left and look for the option to give Blood IV. There are options for 250ml, 500ml and 1000ml. You cannot give yourself too much blood, it may just be a waste if for example you need 500ml of blood but you gave a 1000ml instead but that is not that important so if in doubt, use the 1000ml. One very important thing to remember is that you can’t give blood in a limb that has a tourniquet on, so make sure it’s patched up and the tourniquet is removed before giving blood.
Besides bleeding, your limbs (arms and legs) can get fractured, causing your aim to shake or forcing you to limp. To fix that, we use splints.
Wounds are most often followed by pain, so if your character is grunting and your vision is blurry, check at the right side of the medical menu. If it says “in severe pain” or “in pain”, select one of your legs or arms and use a Morphine Autoinjector located in the medication tab with the pill icon. Make sure not to use more than one, otherwise you will overdose on morphine and go unconscious.
Reviving an unconscious teammate
If you see a fellow Battle-Brother unconscious on the ground and there are no apothecaries nearby, go up to him and open the medical menu while looking at him. This should bring up his medical menu. The same process as mentioned earlier applies, stabilize him by stemming the bleeding and give him blood.
What now, you may ask?
By clicking on his torso, find the option to check pulse. If he has a weak or normal pulse, hit him with an Epinephrine Autoinjector in his legs or arms and that should get him up after a short duration presuming you gave him enough blood and removed the tourniquets. Otherwise, if he has no pulse, with the torso selected, find and use the give CPR option then check for pulse again. Repeat until you get a pulse then refer to the above.
After a couple of repetitions of checking for pulse and giving CPR and you are still not able to get a pulse, give him Epinephrine and then do CPR and check for pulse.
To Revise:
- Repair Cement to patch up wounds
- Prioritize more severe wounds
- Tourniquets to stop bleeding, goes on only the legs or arms, it does not patch up the wound, you cannot give blood or epinephrine/morphine on a limb with a tourniquet on
- Do not use more than 1 morphine
Reviving:
- Stabilize the patient
- Give Blood
- Check for pulse
- If the pulse is weak or normal, give Epinephrine
- In case of no pulse, do CPR, check pulse again, repeat until you get pulse then refer to 4
- If still no pulse after a couple repetitions, give Epinephrine, do CPR and check pulse
If an Apothecary is present, he has supreme authority over medical situations, so do not tell him what to do, leave the patient to them and instead focus on providing cover for them while they work.
Heavy Weapons, Special Weapons and Ammo Limitations
For each squad, there is a limit of 2 heavy weapons. Heavy weapons as the name implies are weapons of a higher ordinance than your standard weapon. They are designated by your squad lead or whoever is the highest ranking member present so don’t take them unless specifically told so or without asking first. The most basic examples are The Heavy Bolter and The Plasma Cannon. The Heavy Bolter is your anti-infantry rapid fire LMG while the Plasma Cannon is your Anti-Tank weapon.
Special weapons are in-between a heavy weapon and a standard weapon,but like heavy weapons they are limited, ask your Squad Lead for the specifics. An example would be The Grenade Launcher, with 1 GL per squad.
Some Heavy Weapons, Special Weapons and Standard Weapons have other alternative, more powerful types of ammo. For example, the Heavy Bolter has access to HE rounds, Plasma Cannon has Overcharge, The Grenade Launcher has Rad Rounds and The Plasma Gun, a standard weapon, has access to its own type of Overcharge like its bigger brother.
Do not take any heavy or special weapons unless you personally bought it with Relic points or is a Squad Unlock.
There is a limit of 3 magazines of special ammo for any gun that has access to it. Regular ammo is fine and you can take as many magazines as you can fit.
4. Unit Structure, Roles, Ranks and Relic Points and Zeus
For an overview of the things to be covered, visit the AV Mastersheet by clicking on the hyperlink or in the #unit-info channel.
Unit structure
Standard Squads:
Aegis – Close Assault Squad. Always up close on the front-lines. Have access to jump packs.
Arsenal: Breacher Shields, Shotguns, Bolt Pistols, Flamers, Grenade Launchers and Missile Launchers
Squad Lead: Shield-Lieutenant Seadragon
Infernus – Hellblaster Squad. Have access to an assortment of plasma weaponry to deal with heavily armored targets like Tanks, Dreadnoughts, Knights and Titans
Arsenal: Plasma Incinerator with powerful overcharge ammunitions
Squad Lead: Shield-Lieutenant Magnum
Sanctus – Tactical Intercessor Squad. Have access to a wide selection of weapons and an Iron Halo which acts as a rechargable shield.
Arsenal: Powerfist, Las Package (Fusil, Lux), Heavy Bolt Rifle, EMP Grenades, Relic Bolter/Plasma, Executor Bolter, Hellstorm Bolter, MK.6 Helmet and Uniform
Squad Lead: Shield-Sergeant Nikodemus
Fortis – Recon Squad. Use sniper rifles and carbines, no heavy weapons except for las fusil. Get access to invisibility cloak and load in 30 minutes to an hour before anyone else to do scouting.
Arsenal: Auto Bolter, Stalker Bolter, The Shrike, Flamethrower
Squad Lead: Shield-Sergeant Smurf
Squad composition
1 Squad Lead – Shield-Sergeant or Shield-Lieutenant
2IC and 3IC – 2 Wardens
2 Members of the Reclusiam – Preferably 1 Judiciar and 1 Chaplain
1 Librarian
1 Tech-Adept
Apothecaries
Battle-Brothers
Non-Standard Squads
Evocatus – Mobile Long Range Squad. Half the size of a regular squad. Made of members from The 78th, a unit closely-tied to Armigers Vigilant. Exclusively recruited from The 78th.
Arsenal: Combi weaponry
Squad Lead: Shield-Sergeant Fisk
Blade-Guard – Veteran Squad. Highly selective of its recruits.
Most members are specialists. All members are Wardens.
Get access to all weaponry and armors.
Arsenal: Everything
Squad Lead: Shield-Sergeant Wutteon
Departments
Apothecarion – The Apothecarion is the home to the Apothecary which is the main medic role that focuses on healing wounds, reviving downed players and sometimes recovering gene-seed for respawn tickets should the game mode require it.Gain access to all drugs and medical items including the wrist mounted Narthecium.
Lead by The Master of The Apothecarion, Chief-Apothecary Delta
By default any Apothecary will unlock the use of:
MK.6, 7 and 10 armor
Ranged: Bolt Rifle, Auto Bolt Rifle, Bolt Carbine, Stalker Bolt Rifle, Deliverance Shotgun, Bolt Pistol+Combat Shield.
Melee: Combat knife and Chain weapons (excluding Chain Glaive, Two handed chain sword and Eviscerator. These will still need to be unlocked with relic points)
Squad special weapons (like flamers) can still be used within squad special weapon limit.
Apothecaries are banned from taking heavy weapons.
Venatori Logisticae and Forge – Venatori handles all things logistics in AV. Forge does vehicle combat.
Venatori lead: Princepi Venatori Knuckles
Forge lead: Forge-Master Invis
Roles:
Logisticae
R3 (Refuel, Rearm, & Repair)
Cargo Transport
Repo Man
Convoy Support
Mobilized Artillery Support
Road Side IED Clearing
Airlift Operations
Ammo Bearer
Forge
All things vehicle combat (Tanks, VTOL, CAS, Arti and Air Combat)
Requirements:
Able to operate without supervision
Willing to Leave your current Squad (Only during Ops)
Active in the last 30 Days (at least one weekend Op)
Benefits:
Fall under respective lead and Ground Command
Shoot anyone who messes with your stuff
Private training on the server to cover all things vehicle
Reclusiam – Disciplinary and Morale officers. Uphold order and discipline, shoot those who are not willing to listen. Made of Chaplains and Judiciars.
Lead: Master of Sanctity Artimmerie
Gain access to 3 abilites:
Litany of Haste: Super speed for a short duration
Prayer to The Machine: Infinite ammo for everyone in a close area to the caster for a short duration
Litany of Hate: Invincibility for everyone in a close area to the caster for a short duration
All members of the reclusiam get access to related cosmetics, such as hoods, tabards, smoke stack and so on
Judiciars get access to the Executioner Blade. Join the Reclusiam as a Judiciar until deemed worthy to be promoted to Chaplain.
Chaplains get access to the Crozius, has a special ability to heal everybody in a close area around the caster.
Members of the Reclusiam are banned from taking heavy weapons.
The Librarium – Shadow Wizard Money Gang. They love casting spells. Have access to an arsenal of supporting spells.
Lead: Blade-Guard Librarian Trevor and Master Chief LiBaronian Noble
Gain Access to the Librarian Ability System:
Per Rank, Librarians unlock new abilities with shorter cooldowns:
Librarian: Starts with Force Dome, Mend, and Voidstrike, and can pick one power from the total list to be assigned to their slot.
Codicier: Gains the powers from Librarian, and picks two additional abilities.
Epistolary: Gains two more powers from the additional abilities.
The List of Librarian Abilities is as follows:
Smite: Call down a lightning bolt.
Force Dome: Create an impenetrable force field for a time.
Void Strike: Fire a single powerful shot, akin to an autocannon.
Mend: Heal one targeted individual.
Earth Blood: Heal multiple individuals in a radius.
Gate of Infinity: Teleport to where you are looking.
Veil of Time: Mark enemies on your map within a certain radius.
Vortex of Doom: Fire a massive psychic blast.
Meteor Storm: Meteor Storm.
Librarians gain access to the Wizard Watchcap, the Force Sword (Or one power blade of their choice), the Lightning Staff, and their normal Armor equivalent in blue (Ultramarine blue).
Members of the Librarium are banned from taking heavy weapons.
Roles
Aspirant – New member of Armigers Vigilant who has yet to prove himself in the field of battle. Achieves promotion to Battle-Brother after 2 OPs or 1 training and 1 OP.
Battle-Brother – Main force of AV. Goes places and shoots stuff. Can wield heavy weapons.
Apothecary – Combat Medic. Uses Narthecium and other medical supplies to keep our boys alive. Can not wield heavy weapons.
Tech-Adept, Forge-Brother – Combat Engineer. Drives vehicles and repairs them, uses drones. Can not wield heavy weapons.
Librarian – Spell Casters. Get a wide variety of support spells. Comes with the rank of Warden. Can not wield heavy weapons.
Judiciar – Chaplain in training. Upholds order and discipline by all means. Gets access to the Executioner Blade. Can not wield heavy weapons
Chaplain – Judiciar who has proven himself. Gets access to the Crozius. Comes with the Warden rank. Can not wield heavy weapons
Ancient – Members of AV who have made great contributions in the past but now mostly slumber. Pilots a Dreadnought
Ranks
Chapter Master Ansolarius
1st Captain Valen
2nd Captain Cowboy
Shield-Lieutenant – leader of a squad, part of staff
Shield-Sergeant – leader of a squad
Department heads – Master of Sanctity, Master of The Apothecarion and such technically have the same rank as a Shield-Sergeant but get no say in the matters of regular squad, only having supreme authority in their section, like The Reclusiam or The Apothecarion respectively.
Warden – second or third in command of a squad. Some roles come with the warden rank e.g. Chaplain, however in case of dedicated Wardens, their authority overrules the Chaplain’s when it comes squad leading.
Chaplain and Librarian – Equal in rank.
Judiciar – A pseudo rank. If there are no higher ranks present, Judiciar is higher rank than Battle-Brother, Tech-Adept or Apothecary.
Apothecary – No rank unless a higher member of the Apothecarion, only holds authority over medical situations.
Tech-Adept – No rank
Battle-Brother – No rank
Aspirant – No rank
In a case of same rank, situation or veterancy decides.
Veterancy
In AV, after reaching certain milestones for being part of the unit, you are awarded with veterancy. Veterancy has 4 tiers.
Tier 1 – Veteran (6 months)
Allows the purchasing of Phobos Weapons pack
Tier 2 – Sternguard Veteran (1 year)
Grants Access to Inherent Phobos Weapons, as well as access to the new “1st Company” armours instituted.
They enter the raffle of Vault Keepers to be selected for Terminator raffles
Tier 3 – Honor Guard Veteran (2 years)
Phobos Weapons alongside Combi Weapons and Relic Variants. Additional Drip in forms of Iron Halos, Tabards/etc. When Terminators, gain access to the Autocannon/Missile Pods.
Tier 4 – Blade-Guard
One must prove himself worthy and has not just stuck around for a while. Veterancy is earned, not given.
Relic Points
By attending OPs, one gains Relic Points. These points can be used to purchase Armor and Weapons listed in The Reliquary part of the master sheet.
Relic points earned for attending
Saturday: 10 Relic Points Zeuses earn double for hosting or co-hosting
Sunday: 10 Relic Points Zeuses earn double for hosting or co-hosting
Weekday: 5 Relic Points Zeuses earn 5 relic points
Besides attending OPs, there are additional ways to earn more points such as Battle-Honors (+25 points, earned for significant acts of valor the battlefield), competitions held in the unit or objectives/conditions during OPs with additional points promised to one who fulfills them.
To get your points for attending an OP, immediately after the OP ends, join the Pillow Talk (De-Brief) Voice Channel, type !here in the #chapter-servitor-usage channel after attendance has started being taken so the bot picks you up.
If by any chance you have any sentiments to share about the OP while in the debrief channel, you can use the #op-feedback channel to voice them in text or type PTS to be unmuted.
Zeus
Zeuses, or endearingly called Skygods during OPs by some, are the people who make, host and run the OP for everybody to join.
Zeuses generally have free reign during OPs, as long as it’s fun and fair to the players, but they must follow the theme when hosting a Saturday OP as Saturday is exclusively reserved for Space Marine Ops.
To become a Zeus, simply ask and you will be given the Kratos role, which is a Zeus-in-training.
For a Kratos to become a full fledged Zeus, they must co-zeus 2 OPs a.k.a. help out a Zeus during an OP he is hosting, then afterwards host a weekend OP themselves as the main Zeus.
If given the approval and judged they are ready, they become a full time Zeus and are free to host an OP by themselves whenever they wish unless another Zeus has already taken the same time-slot
Zeuses receive double points when hosting or co-hosting weekend OPs
BONUS – RAIDER BATTALION
“Right lads, I'm sure at least some of you have heard of raider battalion mentioned in passing. If you aren't aware raider was a smaller group of players that originally wanted to play more serious gameplay with better communication and more story based ops in the halo setting. Sadly after our lord and father Anso was so cruelly taken from us , it died, cold and alone in a ditch.Over the past months we've been working on reviving her and in this process moved away from a strictly halo setting to whatever the Zeus's desire. right now that means modern day ops with RHS but the modpack is setup so that any major overhaul (such as unsung) can be plugged and played hopefully without major issues. The point of this ping is to open the doors to whoever is interested, however keep in mind that the use usual tarding that AV does is not for this. we're not autistic larpers but we expect a level of seriousness, prioritising communication and cohesion when required.If you are interested DM me and let me know why you'd wanna join, nothing major just what interests you about it.”
–Shield-Lieutenant Seadragon
Afterword
By writing this Armigers Vigilant Field Guide, the author hopes to help freshly joined Aspirants get an easier grip on the basics and always have something to refer to when in doubt, for he too was but a humble Aspirant once.
The Emperor Protects,
Blade-Guard High Chaplain Bread
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