Arma 3
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Krasnorus Armed Forces and Police Department
   
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Data Type: Mod
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248.397 MB
24 Aug, 2019 @ 6:05pm
26 Aug, 2019 @ 10:34pm
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Krasnorus Armed Forces and Police Department

Description
Krasnorus Factions
The Krasnorus Armed Forces and Krasnorus Police Department factions are designed specifically for my Krasnorus Terrain.

Each faction has several "sub-factions," or units, which exist to serve different purposes within the lore, and more importantly, to give more options to mission creators.


Krasnorus Police Department

The KPD is made up of the standard police units, the CID (Criminal Investigation Department,) and the KPD Tiger Squad.

  • The standard KPD units are your typical police force. They have several vehicles, including a police offroad truck, a police jeep, a MH-9 hummingbird, and more.

  • CID is comprised of "Detective" variants of the standard police units, with their own unique apparel and insignias.

  • Tiger Squad is the special weapons and tactics unit of the KPD, and are equiped with heavier weapons, better armor, and different camo + unique insignias. There is a woodland camo variant of this unit.


Krasnorus Armed Forces

The KAF is made up of the Armed Forces, two Spec-Ops units, and the National Guard.

  • The KAF is simply the armed forces of the Krasnorus nation, and is made up of all the units you would expect, and several vehicles as well.

  • The Spec-Ops units are split into two groups: Standard Spec-Ops, and Recon Spec-Ops.

    1. The standard special forces have different camo, designed specifically for the heavily wooded areas of Krasnorus, and they have Night Vision Goggles, which the standard KAF forces do not. They specially camouflage weapons and equipment as well.

    2. The Recon section of the special forces are equiped with lighter gear, silenced weapons, deep woodland camo, and camo facepaint. This unit is specifically assigned any tasks that requires complete stealth.

  • The Krasnorus National Guard is a branch of the Krasnorus military that is tasked purely with defense and national security in mind. The standard units are equipped with standard non-camo green uniforms, and have lighter gear and weapons compared to the standard KAF.

    1. The Nation Guard has its own special forces section that serves an entirely different purpose than the KAF spec-ops sections. These units designed for investigating and eliminating specific threats to Krasnorus Nation Security. Special forces units include several UAV units for scouting, disarming bombs, moving supplies, and destroying mines or IEDs.

    2. Within the National Guard there is an elite section, comprised of units with heavier equipment, better weapons, and AT capabilities. This section is tasked specifically for offensive engagement with hostile forces.


Info

The uniforms and weapons have camo patterns and colors specifically designed for, and sampled from, the Krasnorus country-side.
There are many weapon reskins, some of which are simply straight black variants of the P07, AK12, AKM, Mk-14, RPG-42, and others that make use of custom materials.
Weapons with woodland camos also use custom materials.

All vehicles used by the factions are retextured versions of Vanilla or DLC vehicles, and all weapons and apparel are also retextured assets.

All infantry units are properly configured with all of their role settings, just as vanilla units are, to avoid any potential issues for mission creators or strange AI behaviour in combat.

While the original faction is configured as Independent, there are alternate configurations for both Blufor and Opfor sides, to allow mission creators more freedom and flexibility. It also adds the option of making very confusing scenarios where everyone looks the same on each side if you want to be totally confused.


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Popular Discussions View All (3)
10
5 Nov, 2020 @ 9:44pm
Suggestions or Criticisms - Post them here
Rylan
4
17 Jan, 2021 @ 2:27am
Bugs and Issues - Post them here
Rylan
0
25 Aug, 2019 @ 12:29pm
Scenarios - Post them here
Rylan
33 Comments
Rylan  [author] 26 Jun, 2024 @ 12:03pm 
@alexjackson57 This mod is mainly meant to represent a 2035 version of the krasnorus factions and to utilize vanilla and dlc assets without a bunch of extra dependencies. I'm not really familiar with the mods you're talking about but I don't currently have plans to make any content with them.
alexjackson57 22 Jun, 2024 @ 8:23am 
in the editor in the items section I searched to see if there was a kasnorus flag but I couldn't find it, for the cars I wanted to know if there would be new police vehicles, for example having the police cars from the charlieco mod or another mod with the texture and badge of the krasnorus police force
Rylan  [author] 21 Jun, 2024 @ 10:44am 
@alexjackson57 I believe there is a flag for the faction. At least a texture for one. And I'm not sure what you mean about the police cars, exactly, could you clarify? I'll double check the flag thing next time I get the chance.
alexjackson57 20 Jun, 2024 @ 11:40pm 
hi i really like this mod and the faction camo is really nice, is there a flag for the faaction? and also will there be workshop police cars for the krasnorus police?
Rylan  [author] 11 Aug, 2020 @ 1:14pm 
@IceBreakr This mod isn't supposed to have any dependencies, are you sure it does? Which pistol is creating the dependency?
Rylan  [author] 11 Aug, 2020 @ 1:13pm 
@Theodore thank you very much! I am glad you enjoy the mod.

Part of the reason I think that the AI feels more balanced than other mods is because I made sure to properly configure their roles, cost and accuracy similarly to the units in the base game.

It seems to me that most other faction mods (like CUP) don't do this for whatever reason, but in my experience it makes a huge difference for the better. This might come down to personal preference, though.
IceBreakr 10 Aug, 2020 @ 2:13pm 
Please remove RHS SAF dependency, we rarely use it and its only for one pistol/gun :)
Fluffikinz 5 Aug, 2020 @ 7:10pm 
A lovely little factions mod with brilliant textures, Always nice to see.

I'm currently running a Campaign for my unit and this has been a great asset for me to use, the Designs for the Police simply look great and are a lot more pleasant to look at when compared to the regular blue uniforms we have Base game.

The load-outs overall are also very well designed (Obviously AI difficulty takes a part in it) but fighting these units, I never really felt "Outgunned" it always felt fair to fight against and that's something some faction mods can struggle to do.

Bottom line - Brilliant little factions mod, Absolutely worth using.
Rylan  [author] 16 Jul, 2020 @ 10:34am 
The reason I added the factions to the other sides is for that exact reason; convenience and usability for mission editors. I'm not sure how removing them would necessarily help, but I don't see why you can't. There isn't really anything that can be done about the remaining drones, though, without actually editing the mod.

The naming conventions for the class names is quite simple too, for the different sides. Independent have _GRN in their name, Blufor have _BLU, and Opfor have _RED.

If the wrong faction are accidentally placed, you can simply use notepad find and replace to change the _GRN, _RED, or _BLU parts of the classname in the mission.sqm file (or any other mission file the classnames are mentioned in.)

This is by design, as are the simple color based three letter labels.
Taffer 15 Jul, 2020 @ 5:18am 
I'm just trying to make both the KAF and KPD and INDFOR faction only, just for the sake of convenience in mission making/editing.