The bear tribe - TBT
Short description:
A former NATO force stranded after the catastrophe, The Bear Tribe secured a stable foothold by capturing their FOB and wiping out the last STF forces.
However, with increasing pressure from Legion and Task Force Black, they now face the challenge of maintaining control of the land and vital resources, while defending against constant raids from rival factions and keeping their logistical chains intact.
"A fractured legacy, bound by blood and power"
Keywords
Keeping freedom of movement. Area control. Raiding operations. Large unit operations. FOB.
History
The Bear Tribe achieved partial success in Operation URSUS VANGUARD, maintaining a local supply chain and securing critical locations despite intense opposition from Legion and Task Force Black. They defended their FOB against relentless assaults and managed to move supplies within their area of operations. But despite maintaining control, their inability to counter Task Force Black's mortar strikes led to the loss of valuable resources.
Their alliance with a cult provided temporary strength but eroded their moral standing and fueled local animosity. reliance on dark pacts exposed vulnerabilities, casting doubt on the Tribe's long-term prospects in the conflict.
Info
Type: MILSIM.
Faction leader: Team HQ. A CO, A Dpt CO.
Color/Patch: Red. Year-specific patch will be handed out at check-in.
Dedicated radio frequencies: PMR4. 446.043750 + subchannels.
Base: Off game base with possibility for in-game base for in game purposes on HQs own initiative.
Vehicles: Yes, cars are limited in number and will be taken on a "first come first serve" basis upon booking a ticket.
Other: Access to MILSIM-only missions and loot.
Uniforms: ONLY Multicam or Multicam tropic. No other camo-patterns.
No form or size of worn ghillie suit/viper hood/leaf suit is allowed. Foliage from terrain is OK.
Combat gear such as plate carriers, backpacks, holsters or the like does not need to match the uniform camo patterns. But bear in mind that looking to much like a hostile might get you killed by friendly fire.
Weapons: All kinds of weapons. MGs and support weapons are limited to one per 4-players in the team.
See the rules on full-auto weapons.Ammo restrictions: Ammo is restricted and limited, A player can only reload their empty mags/boxes in their base.
A player may never carry more than one choice of:
800 rounds each for assault rifles or semi rifles.
2 boxes for machineguns (max 2500 rounds/box, or one box of 5000).
50 rounds for bolt action sniper rifles.
A player may also carry the following on top of the choice above:
6 mags á 16rounds for pistols.
50 shotgun "shots" (pulls of the trigger, no matter the BBs fired per shot).
Grenades. (This includes 40mm BB grenades)
A MILSIM vehicle may only have:
2 boxes for sponson mounted machinegun (max 2500 rounds/box, or one box of 5000). It may not be shared or refilled with player ammo.
No ammo-trade with other factions is allowed!
Read the game rules for chrono and other weapon related demands.