What the mod does
ATG Faction PMC adds a playable private military company to the faction list. It is a complete faction rather than a re-skin: its own identity and callsigns, its own squads, its own characters, weapons, vehicles and gear catalogues, and its own flag and branding.
Load it alongside any scenario and the faction appears as a side players can deploy into. Nothing about it is tied to a particular map.
Squads
Nine groups are predefined, each on its own radio frequency.
| Group | Slots |
|---|---|
| Roster | 50 |
| Aegis, Bastion, Citadel, Defiance, Enclave, Fortress, Guardian, Stronghold | 5 each |
Roster is an oversized holding group — players land there on first deploy and move into one of the eight named squads to fight.
Gear and progression
The faction’s gear is not all available at once. Every catalogue entry declares the progression level at which it unlocks, and the arsenal only stocks what the faction has reached.
| Catalogue | Stages |
|---|---|
| Clothing, Equipment, Weapons | 1 to 5 |
| Vehicles | 1, 2, 3, 5, 6 |
| Characters, Groups, Tripods | 1 |
| Hair, Misc | 1 |
The gating mechanic itself lives in ATG Faction Progress, which this mod requires. This mod supplies the data; that one decides what you can draw.
Loaded on its own the faction starts at level 1, the bottom tier. A scenario raises it — see below.
Some catalogue entries exist only so the game recognises them, and are never offered for sale. A vest that ships with pouches or armour plates already mounted puts those on the player without anyone buying them, and the base game refuses to save a loadout containing an item that is not one of the faction’s. They are therefore catalogued in a hidden list, which keeps loadouts saveable while leaving the arsenal showing only what a player can actually draw.
Setting the starting level
If you want the faction to start higher than level 1 on your server, override the faction config in a mod of your own:
- In Workbench, open the ATG Faction PMC project.
- Right-click
Configs/Factions/ATG.confand choose Override. - In your copy, set the progression level field to the tier you want.
Your override stacks on top of the mod’s copy, so you only need to change the one value. Nothing else has to be duplicated.
If you would rather not open Workbench at all, load ATG Core and drive the level from ATG Scenario instead, which raises it from in-game score as an operation runs.
What else you get
- Faction tag in chat — chat lines are prefixed with the speaker’s faction, so a mixed-faction server stays readable.
- Force join a locked squad — administrators get an extra button to join a squad they would otherwise be shut out of, both on the deploy screen and from the in-game group menu. The button appears for admins listed in the server config; someone who logs in at the console mid-session sees it once the group list next rebuilds.
- The faction’s player loadouts — the ATG roles offered on the deploy screen ship with the faction, so any world that loads this mod offers them. They are affiliated to the ATG faction, so nobody else sees them.
- Editor placeables — an arsenal box, a flag pole, a spawn point and a field radio relay, all available from the Game Master content browser.
- Consumable props — the faction’s food items can actually be eaten.
- A trimmed hair and beard selector, if the Hair & Beard mod is loaded.
Vehicles
The faction fields its own vehicles rather than borrowing another mod’s. Each one is a prefab belonging to this mod, carrying the faction’s colours and its logo on the bodywork, so a vehicle on the map reads as the company’s at a glance.
This matters if you load the mods those vehicles are built on alongside this one. Their own vehicles are left exactly as their authors published them — a tan truck belonging to a vanilla or third-party faction keeps its own markings and is not repainted into the company’s.
Radios and relays
Since Arma Reforger 1.8, a radio transmission is only delivered when an in-range relay carries the same encryption key as the radios sending and receiving it. Out of relay coverage there is no delivery at all, and no incoming-transmission indicator on the recipient to say so.
The faction is on its own encrypted net, so no other faction’s relay serves it. This mod ships two of its own:
| Relay | Range | How you get it |
|---|---|---|
| ATG antenna | 6500 m | Author it into your world in the World Editor. Intended for a main base. |
| ATG field relay | 2000 m | Place from Game Master, or build it in the field from an engineer truck. |
A base antenna covers the ground around home. Beyond its reach, squads need field relays put down and left standing as they push out — a relay that is destroyed or never placed takes the radios with it.
Load order
Load ATG Core before this mod and before ATG Faction Progress.
Getting this wrong does not produce an error. Core has to be present when the mods that use it are compiled; if it loads later, they quietly fall back, and the server and its clients can then disagree about content. The symptom is players being rejected for a content mismatch, which points nowhere near load order.
-addons ATG-Core,ATG-Faction-Progress,ATG-Faction-PMC
Other requirements
The faction draws on a number of published content mods for weapons, vehicles, clothing and equipment — the Workshop listing carries the full dependency list and your server will pull them automatically.