ATG Faction PMC

A playable private military company faction, packaged so any scenario or map can use it.

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. It registers itself on the faction manager the Game Master modes use, so it is in the Game Master’s faction list with this mod and its dependencies loaded and nothing else.

The faction is friendly to the base game’s US and civilians, and to RHS’s ION. Every other faction is hostile to it unless your scenario says otherwise: to make another faction friendly on your map, override Configs/Factions/ATG.conf in your scenario mod and add that faction’s key to the friendly factions list in your copy.

Squads

Nine groups are predefined, each on its own radio frequency.

GroupSlots
Roster50
Aegis, Bastion, Citadel, Defiance, Enclave, Fortress, Guardian, Stronghold5 each

Roster is an oversized holding group — players land there on first deploy and move into one of the eight named squads to fight.

Squad armbands are catalogued as ordinary equipment, one per squad, so a player can wear their squad’s colours on their arm rather than everyone working out who to follow the hard way.

Deploy presets

The faction ships a set of deploy-menu presets covering five roles — Operator, Medic, Machine Gunner, Marksman and Signaller — each authored for the progression level it belongs to. The Signaller arrives at level 5.

The faction’s arsenal box offers the same presets as actions, so a player can draw a role’s kit at the box as well as choose it on the deploy screen.

They unlock with the faction. Operator is available from the start; the others appear as the faction reaches them, and each role shows only the newest version the faction has actually earned. A player at a low level sees a short list; the same menu at a high one offers the full set, each tile showing off what that tier bought.

Locked presets are hidden rather than greyed out. The gating is ATG Faction Progress’s; this mod supplies the presets.

Game Master squads

Eight named AI rifle teams are available from the content browser, one per progression level, so a Game Master placing opposition or friendly forces can pick a squad equipped to match where the campaign has got to:

LevelSquadShape
1HavenFour operators in whatever kit the contract ran to.
2IronsideRifle team.
3JudicarRifle team with a medic and a machine gunner attached.
4KeystoneOperator, medic, machine gunner and marksman.
5LancerFully equipped — the best the company can field.
6MonolithRifle team.
7NemesisRifle team.
8OnslaughtRifle team.

Beside each named squad, every level has its own set of smaller and specialist teams in the same kit: a sentry team, a light fire team and a fire team from level 1, a medical section from level 2, a machine gun team from level 3, and a sniper team and a full rifle squad from level 4.

A card whose level is above the faction’s current one is marked with a padlock in the content browser. It is a hint rather than a block — the squad still places.

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.

CatalogueStages
Clothing, Equipment, Weapons1 to 8
Characters, Groups1 to 5
Vehicles1 to 6
Misc1, 5
Tripods, Hair1

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.

Camo sets

The faction’s content comes in camo sets. Each catalogue list, deploy preset and squad belongs either to one set or to none; content in no set, such as most weapons and the neutral gear, is always offered. This mod ships one set, Woodland: the woodland clothing, vehicles, characters, squads and presets. A biome add-on, such as ATG Faction PMC Arid, adds a set of its own alongside it.

While a set is off, nothing from it is offered anywhere:

  • Arsenals stop stocking it, and restock as soon as the sets change.
  • Deploy presets in it are hidden, and the server refuses one even if a player’s menu is out of date.
  • Saved loadouts carrying its gear cannot be saved again, and their tile in the deploy menu is greyed. Whatever of it a player spawns with is taken off them, with a notification saying why.
  • The Game Master content browser still lists it, with a warning on the card. The warning is a hint rather than a block — the prefab still places.

While more than one set is on, each preset’s name carries its set, so two versions of the same role can be told apart.

At least one set is always on. A faction whose config has none ticked starts with its first set on, and nothing — a Game Master, the settings below — can switch the last one off.

Changing them during a mission

A Game Master edits the faction and finds a Camo sets checkbox for each set any loaded mod adds, under the faction’s attributes. The change applies at once, for every player, and a player joining later gets the current state.

Switching a set off on your server

With ATG Core loaded before this mod, the server reads ATG/atg-faction-pmc.json in its profile directory when the mission starts.

SettingDefaultMeaning
m_aDisabledCamoSetsemptyCamo sets to switch off at mission start, by name. Applies to every faction that has them.
m_iLogVerbosity-1How much this mod writes to the server log.

A set’s name is written in capitals, WOODLAND or ARID. A name no loaded mod adds is ignored, with a warning in the log, and a list that would switch off every set a faction has leaves that faction as its config has it. A Game Master can still turn a set back on during the mission.

m_iLogVerbosity at -1 follows the level set in ATG Core. 0 is warnings and errors only, 1 what it decided, 2 the detail behind those decisions, 3 a line per object. Warnings and errors are never suppressed at any level.

{
  "m_aDisabledCamoSets": ["ARID"],
  "m_iLogVerbosity": -1
}

Without ATG Core the sets start as the faction config has them, and only a Game Master can change them.

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:

  1. In Workbench, open the ATG Faction PMC project.
  2. Right-click Configs/Factions/ATG.conf and choose Override.
  3. 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.
  • A faction filter in the Game Master content browser — the company’s prefabs carry an ATG faction label, so a Game Master can filter the browser down to 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.
  • Smokes — a cigarette pack, a cigarette and a lighter are stocked from level 1 at no supply cost. The lighter is drawn from the arsenal’s equipment.
  • 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:

RelayRangeHow you get it
ATG antenna4000 mAuthor it into your world in the World Editor. Intended for a main base.
ATG field relay4000 mPlace 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.

The faction’s own AN/PRC-152A carries 1750 m, which is what a man needs to get a transmission into one of those relays rather than how far he can be heard — once it reaches any relay on the net, every relay on that net puts it out again.

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

Load it before ATG Scenario as well. Scenario’s vehicle pads, and everything else it draws from a faction’s vehicle catalogue, only respect the camo sets when this mod is compiled ahead of it; the other way round they draw from every set, with no error.

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.